diff --git a/dep/imgui/imgui.vcxproj b/dep/imgui/imgui.vcxproj index 779ed3899..6b659bc80 100644 --- a/dep/imgui/imgui.vcxproj +++ b/dep/imgui/imgui.vcxproj @@ -195,7 +195,7 @@ Level3 Disabled - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) ProgramDatabase $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true @@ -214,7 +214,7 @@ Level3 Disabled - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) ProgramDatabase $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true @@ -233,7 +233,7 @@ Level3 Disabled - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) ProgramDatabase $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true @@ -254,7 +254,7 @@ Level3 Disabled - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions) ProgramDatabase $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true @@ -276,7 +276,7 @@ MaxSpeed true - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true /Zo %(AdditionalOptions) @@ -299,7 +299,7 @@ MaxSpeed true - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true /Zo %(AdditionalOptions) @@ -323,7 +323,7 @@ MaxSpeed true - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true /Zo %(AdditionalOptions) @@ -346,7 +346,7 @@ MaxSpeed true - imgui_STATIC;IMGUI_IMPL_OPENGL_LOADER_GLAD;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) + imgui_STATIC;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions) $(SolutionDir)dep\msvc\include\SDL;$(SolutionDir)dep\glad\include;$(ProjectDir)include;$(ProjectDir)src;%(AdditionalIncludeDirectories) true /Zo %(AdditionalOptions) diff --git a/dep/imgui/include/imconfig.h b/dep/imgui/include/imconfig.h index 825505bf0..884415542 100644 --- a/dep/imgui/include/imconfig.h +++ b/dep/imgui/include/imconfig.h @@ -3,21 +3,24 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures. +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once +#define IMGUI_IMPL_OPENGL_LOADER_GLAD + //---- Define assertion handler. Defaults to calling assert(). //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts -//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) @@ -25,13 +28,15 @@ //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. //#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. -//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). @@ -61,9 +66,26 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/dep/imgui/include/imgui.h b/dep/imgui/include/imgui.h index 263ab9e67..9200af598 100644 --- a/dep/imgui/include/imgui.h +++ b/dep/imgui/include/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (headers) // See imgui.cpp file for documentation. @@ -17,10 +17,10 @@ Index of this file: // ImVector<> // ImGuiStyle // ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiWindowClass) +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // Obsolete functions // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // Platform interface for multi-viewport support (ImGuiPlatformMonitor, ImGuiPlatformIO, ImGuiViewport) @@ -28,7 +28,7 @@ Index of this file: #pragma once -// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -40,21 +40,23 @@ Index of this file: // Header mess //----------------------------------------------------------------------------- -#include // FLT_MAX -#include // va_list +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // 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 "1.70 WIP" -#define IMGUI_VERSION_NUM 16990 -#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) +#define IMGUI_VERSION "1.74 WIP" +#define IMGUI_VERSION_NUM 17301 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. #ifndef IMGUI_API #define IMGUI_API #endif @@ -68,15 +70,19 @@ Index of this file: #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #if defined(__clang__) || defined(__GNUC__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif // Warnings #if defined(__clang__) @@ -85,20 +91,22 @@ Index of this file: #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wclass-memaccess" +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- // Forward declarations and basic types //----------------------------------------------------------------------------- -struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader @@ -123,44 +131,43 @@ struct ImGuiViewport; // Viewport (generally ~1 per window to outp struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists. #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +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 ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types -typedef signed char ImS8; // 8-bit signed integer == char +typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer @@ -204,32 +211,32 @@ struct ImVec4 //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // All those functions are not reliant on the current context. + // None of those functions is reliant on the current context. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API void SetCurrentContext(ImGuiContext* ctx); - 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); + 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); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. - IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! - IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) + 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(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! - IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. @@ -248,8 +255,9 @@ namespace ImGui // which clicking will set the boolean to false when clicked. // - 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! - // [this is due to legacy reason and 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.] + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); @@ -258,13 +266,13 @@ namespace ImGui // - 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 [this is due to legacy reason and 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.] + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities - // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. @@ -280,27 +288,26 @@ 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. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() - IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates IMGUI_API float GetWindowContentRegionWidth(); // @@ -312,7 +319,9 @@ namespace ImGui IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) @@ -333,10 +342,10 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets @@ -347,6 +356,7 @@ namespace ImGui // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. 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. @@ -388,8 +398,8 @@ namespace ImGui IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); @@ -404,6 +414,7 @@ namespace ImGui // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) @@ -418,7 +429,7 @@ namespace ImGui IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box - // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! @@ -431,6 +442,8 @@ namespace ImGui // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min > v_max to lock edits. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); @@ -441,8 +454,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); // Widgets: Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -456,11 +469,11 @@ namespace ImGui IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); // Widgets: Input with Keyboard // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h @@ -477,8 +490,8 @@ namespace ImGui IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. @@ -505,15 +518,14 @@ namespace ImGui 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 TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() 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 void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. - // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. @@ -539,16 +551,19 @@ namespace ImGui IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); // Widgets: Menus - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. - IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). @@ -560,7 +575,7 @@ namespace ImGui // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). - // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). 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. only call EndPopup() if BeginPopup() returns true! @@ -576,6 +591,7 @@ namespace ImGui // Columns // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - By end of the 2019 we will expose a new 'Table' api which will replace columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -586,7 +602,6 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs - // [BETA API] API may evolve! // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! @@ -594,18 +609,18 @@ namespace ImGui IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. - // Docking + // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. - // Note: you DO NOT need to call DockSpace() to use most Docking facilities! - // To dock windows: if io.ConfigDockingWithShift == false: drag window from their title bar. - // To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. - // Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // Note: you DO NOT need to call DockSpace() to use most Docking facilities! + // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. + // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) IMGUI_API ImGuiID GetWindowDockID(); - IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. @@ -746,7 +761,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. - ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node. ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file @@ -805,7 +820,8 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -823,14 +839,15 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + 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 // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] #endif }; @@ -841,7 +858,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -864,9 +882,9 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_None = 0, ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + 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 @@ -884,20 +902,6 @@ enum ImGuiTabItemFlags_ ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() }; -// Flags for ImGui::DockSpace(), shared/inherited by child nodes. -// (Some flags can be applied to individual nodes directly) -enum ImGuiDockNodeFlags_ -{ - ImGuiDockNodeFlags_None = 0, - ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. - //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) - ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. - ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. - ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. - ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces. - ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. -}; - // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { @@ -920,12 +924,27 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. +}; + // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { @@ -935,7 +954,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. @@ -951,7 +970,7 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { - ImGuiDataType_S8, // char + ImGuiDataType_S8, // signed char / char (with sensible compilers) ImGuiDataType_U8, // unsigned char ImGuiDataType_S16, // short ImGuiDataType_U16, // unsigned short @@ -993,12 +1012,13 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - 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_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 }; @@ -1029,7 +1049,6 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up @@ -1050,7 +1069,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. // [BETA] Docking - ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. Use SHIFT to dock window into another (or without SHIFT if io.ConfigDockingWithShift = false). + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. // [BETA] Viewports // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. @@ -1058,7 +1077,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; @@ -1067,9 +1086,10 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. // [BETA] Viewports ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports. @@ -1104,7 +1124,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, @@ -1136,7 +1156,6 @@ enum ImGuiCol_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. #endif @@ -1175,7 +1194,8 @@ enum ImGuiStyleVar_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] #endif }; @@ -1220,7 +1240,7 @@ enum ImGuiColorEditFlags_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] #endif }; @@ -1231,21 +1251,21 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ @@ -1254,11 +1274,6 @@ enum ImGuiCond_ ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with 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) - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing -#endif }; //----------------------------------------------------------------------------- @@ -1336,7 +1351,11 @@ struct ImVector 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 int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- @@ -1348,12 +1367,13 @@ struct ImVector struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui. + float Alpha; // Global alpha applies to everything in Dear ImGui. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) @@ -1365,13 +1385,14 @@ struct ImGuiStyle ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. + 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 when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). 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. @@ -1413,7 +1434,7 @@ struct ImGuiIO float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. - ImFontAtlas*Fonts; // // Load, rasterize and pack one or more fonts into a single texture. + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. @@ -1422,11 +1443,11 @@ struct ImGuiIO // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) - bool ConfigDockingTabBarOnSingleWindows; // = false // [BETA] Make every single floating window display within a docking node. + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. - + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. bool ConfigViewportsNoDecoration; // = true // [BETA] Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform back-end to setup a parent/child relationship between the OS windows (some back-end may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. @@ -1437,6 +1458,7 @@ struct ImGuiIO bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions @@ -1482,7 +1504,7 @@ struct ImGuiIO float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually @@ -1515,7 +1537,8 @@ struct ImGuiIO bool MouseClicked[5]; // Mouse button went from !Down to Down bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point @@ -1578,6 +1601,20 @@ struct ImGuiSizeCallbackData ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// [BETA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Provide hints to the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) and OS level parent/child relationships. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed) + ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + bool DockingAlwaysTabBar; // Set to true to enforce windows of this class always having their own tab (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. + + ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideSet = ViewportFlagsOverrideClear = 0x00; DockingAlwaysTabBar = false; DockingAllowUnclassed = true; } +}; + // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { @@ -1600,19 +1637,6 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -// [BETA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. -// Provide hints to the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) and OS level parent/child relationships. -struct ImGuiWindowClass -{ - ImGuiID ClassId; // User data. 0 = Default class (unclassed) - ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. - ImGuiViewportFlags ViewportFlagsOverrideMask; // Viewport flags to override when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. - ImGuiViewportFlags ViewportFlagsOverrideValue; // Viewport flags values to override when a window of this class owns a viewport. - bool DockingAllowUnclassed; // true = can be docked/merged with an unclassed window - - ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideMask = ViewportFlagsOverrideValue = 0x00; DockingAllowUnclassed = true; } -}; - //----------------------------------------------------------------------------- // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. @@ -1621,6 +1645,12 @@ struct ImGuiWindowClass #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.66 (from Sep 2018) @@ -1642,18 +1672,8 @@ namespace ImGui static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } - // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) - IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. - static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } - static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } - void SetNextWindowPosCenter(ImGuiCond cond); - // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. - static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif @@ -1670,11 +1690,6 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! -#endif - // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { @@ -1686,21 +1701,19 @@ struct ImGuiTextFilter bool IsActive() const { return !Filters.empty(); } // [Internal] - struct TextRange + struct ImGuiTextRange { - const char* b; - const char* e; + const char* b; + const char* e; - TextRange() { b = e = NULL; } - TextRange(const char* _b, const char* _e) { b = _b; e = _e; } - const char* begin() const { return b; } - const char* end () const { return e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text @@ -1708,7 +1721,7 @@ struct ImGuiTextFilter struct ImGuiTextBuffer { ImVector Buf; - static char EmptyString[1]; + IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } @@ -1734,15 +1747,17 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - struct Pair + // [Internal] + struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. @@ -1844,30 +1859,46 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- // Draw callbacks for advanced uses. // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state, -// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // 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[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 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; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; -// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h) +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1883,21 +1914,38 @@ 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) +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. -// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +// For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1913,12 +1961,15 @@ enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list -// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. @@ -1933,15 +1984,14 @@ struct ImDrawList // [Internal, used while building lists] const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - int _ChannelsCurrent; // [Internal] current channel number (0) - int _ChannelsCount; // [Internal] number of active channels (1+) - ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + ImDrawListSplitter _Splitter; // [Internal] for channels api // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } @@ -1955,48 +2005,54 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives - IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); 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 AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); - - // Channels - // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) - IMGUI_API void ChannelsSplit(int channels_count); - IMGUI_API void ChannelsMerge(); - IMGUI_API void ChannelsSetCurrent(int channel_index); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + // Internal helpers // NB: all primitives needs to be reserved via PrimReserve() beforehand! IMGUI_API void Clear(); @@ -2012,8 +2068,9 @@ struct ImDrawList IMGUI_API void UpdateTextureID(); }; -// All draw data to render an ImGui frame -// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. @@ -2031,7 +2088,7 @@ struct ImDrawData ~ImDrawData() { Clear(); } void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! 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 ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + 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. }; //----------------------------------------------------------------------------- @@ -2056,6 +2113,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -2076,17 +2134,31 @@ struct ImFontGlyph // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, @@ -2151,33 +2223,24 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- - // Custom Rectangles/Glyphs API + // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. - struct CustomRect - { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font - CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } - }; - - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read misc/fonts/README.txt for more details about using colorful icons. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members @@ -2198,12 +2261,13 @@ struct ImFontAtlas ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Internal data int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; @@ -2226,7 +2290,8 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) @@ -2255,10 +2320,6 @@ struct ImFont IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetFallbackChar(ImWchar c); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ -#endif }; //----------------------------------------------------------------------------- @@ -2269,7 +2330,7 @@ struct ImFont // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. //----------------------------------------------------------------------------- -// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { @@ -2279,12 +2340,12 @@ struct ImGuiPlatformMonitor ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; } }; -// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. +// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. // Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, -// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide +// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide // both Platform and Renderer interfaces and so may not need to use all functions. -// Platform functions are typically called before their Renderer counterpart, -// apart from Destroy which are called the other way. +// Platform functions are typically called before their Renderer counterpart, +// apart from Destroy which are called the other way. // RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order: // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need @@ -2333,7 +2394,7 @@ struct ImGuiPlatformIO // List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render) ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] - ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImVector Viewports; // Main viewports, followed by all secondary viewports. ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; @@ -2347,8 +2408,10 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only) - ImGuiViewportFlags_Minimized = 1 << 7 // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_Minimized = 1 << 7, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_NoAutoMerge = 1 << 8, // Platform Window: Avoid merging this widow into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 9 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). }; // The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport. @@ -2364,18 +2427,19 @@ struct ImGuiViewport void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.) void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context) - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*) + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) - ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } }; #if defined(__clang__) #pragma clang diagnostic pop -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic pop #endif diff --git a/dep/imgui/include/imgui_impl_opengl3.h b/dep/imgui/include/imgui_impl_opengl3.h index e44843016..721a277fa 100644 --- a/dep/imgui/include/imgui_impl_opengl3.h +++ b/dep/imgui/include/imgui_impl_opengl3.h @@ -1,11 +1,12 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -23,25 +24,42 @@ #pragma once -// Specific OpenGL versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - -// Set default OpenGL3 loader to be gl3w -#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -#define IMGUI_IMPL_OPENGL_LOADER_GL3W -#endif - +// Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); -// Called by Init/NewFrame/Shutdown +// (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Desktop OpenGL: attempt to detect default GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + #if defined(__has_include) + #if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #else + #error "Cannot detect OpenGL loader!" + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W + #endif +#endif + diff --git a/dep/imgui/include/imgui_impl_sdl.h b/dep/imgui/include/imgui_impl_sdl.h index bc40c48c4..ac06a7816 100644 --- a/dep/imgui/include/imgui_impl_sdl.h +++ b/dep/imgui/include/imgui_impl_sdl.h @@ -6,10 +6,11 @@ // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. -// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). +// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -20,9 +21,9 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); diff --git a/dep/imgui/src/imgui.cpp b/dep/imgui/src/imgui.cpp index d2d7a4727..731bb0bdd 100644 --- a/dep/imgui/src/imgui.cpp +++ b/dep/imgui/src/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. @@ -6,7 +6,7 @@ // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases // Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -28,7 +28,7 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE -- PROGRAMMER GUIDE (read me!) +- PROGRAMMER GUIDE - Read first. - How to update to a newer version of Dear ImGui. - Getting started with integrating Dear ImGui in your code/engine. @@ -36,26 +36,8 @@ DOCUMENTATION - This is how a simple rendering function may look like. - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) -- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - - Where is the documentation? - - Which version should I get? - - Who uses Dear ImGui? - - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - Why are multiple widgets reacting when I interact with a single one? How can I have - multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) @@ -72,10 +54,10 @@ CODE // [SECTION] ImGuiListClipper // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION -// [SECTION] COLUMNS // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS @@ -139,7 +121,7 @@ CODE READ FIRST: - - Read the FAQ below this section! + - Remember to read the FAQ (https://www.dearimgui.org/faq) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. @@ -174,11 +156,11 @@ CODE - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Add the Dear ImGui source files to your projects or using your preferred build system. It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). - - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. @@ -236,7 +218,7 @@ CODE // At this point you've got the texture data and you need to upload that your your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->TexID = (void*)texture; @@ -253,16 +235,16 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! - // Render imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); @@ -284,8 +266,8 @@ CODE for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -296,7 +278,7 @@ CODE else { // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->TextureId); // We are using scissoring to clip some objects. All low-level graphics API should supports it. @@ -321,9 +303,9 @@ CODE - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs - from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. - - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. + - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS @@ -371,21 +353,37 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - (Viewport Branch) - - 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + (Docking/Viewport Branch) + - 2019/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - - likewise io.MousePos and GetMousePos() will use OS coordinates. + - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - - 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - + - 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. Grep this log for details and new names, or see how they were implemented until 1.73. + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. @@ -404,8 +402,9 @@ CODE - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. @@ -452,9 +451,12 @@ CODE - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -462,10 +464,10 @@ CODE - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. @@ -565,43 +567,43 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== Q: Where is the documentation? A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - 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 examples/ + - Dozens of 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. - - Your programming IDE is your friend, find the type or function declaration to find comments + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be - fixed fast when reported. You may also peak at the 'docking' branch which includes: - - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) - Many projects are using this branch and it is kept in sync with master regularly. + Q: Why the names "Dear ImGui" vs "ImGui"? + >> See https://www.dearimgui.org/faq + + Q&A: Concerns + ============= Q: Who uses Dear ImGui? - A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and - "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages - for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + 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 - Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, - longer name "Dear ImGui" that people can use to refer to this specific library. - Please try to refer to this library as "Dear ImGui". + Q&A: Integration + ================ - Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. @@ -616,91 +618,13 @@ CODE have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - Q: How can I display an image? What is ImTextureID, how does it works? - A: Short explanation: - - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + >> See https://www.dearimgui.org/faq - Long explanation: - - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. - At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code - to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. - ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. - Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - an image from the end-user perspective. This is what the _examples_ rendering functions are using: - - OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) - DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) - DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) - DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure - tying together both the texture and information about its format and how to read it. - - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase - is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID - representation suggested by the example bindings is probably the best choice. - (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) - - User code may do: - - // Cast our texture type to ImTextureID / void* - MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); - - The renderer function called after ImGui::Render() will receive that same value that the user code passed: - - // Cast ImTextureID / void* stored in the draw command as our texture type - MyTexture* texture = (MyTexture*)pcmd->TextureId; - MyEngineBindTexture2D(texture); - - Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. - This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. - If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - - Here's a simplified OpenGL example using stb_image.h: - - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); - - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. - Examples: - - GLuint my_tex = XXX; - void* my_void_ptr; - my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) - my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint - - ID3D11ShaderResourceView* my_dx11_srv = XXX; - void* my_void_ptr; - my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* - my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* - - Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + Q&A: Usage + ---------- Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have multiple widgets with the same label or with an empty label? @@ -818,139 +742,25 @@ CODE e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. See what makes more sense in your situation! + Q: How can I display an image? What is ImTextureID, how does it works? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + Q: How can I use my own math types instead of ImVec2/ImVec4? - A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions 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 + + Q&A: Fonts, Text + ================ Q: How can I load a different font than the default? - A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. - (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) - (Read the 'misc/fonts/README.txt' file for more details about font loading.) - - New programmers: remember that in C/C++ and most programming languages if you want to use a - backslash \ within a string literal, you need to write it double backslash "\\": - io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) - io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT - io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT - Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. - You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. - (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) - Q: How can I load multiple fonts? - A: Use the font atlas to pack them into a single texture: - (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) - - ImGuiIO& io = ImGui::GetIO(); - ImFont* font0 = io.Fonts->AddFontDefault(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - // the first loaded font gets used by default - // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime - - // Options - ImFontConfig config; - config.OversampleH = 2; - config.OversampleV = 1; - config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up - config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); - - // Combine multiple fonts into one (e.g. for icon fonts) - static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontDefault(); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs - Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. + >> See https://www.dearimgui.org/faq and misc/fonts/README.txt - // Add default Japanese ranges - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); - - // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) - ImVector ranges; - ImFontGlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 - by using the u8"hello" syntax. Specifying literal in your source code using a local code page - (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! - Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. - Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). - You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for - the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. - - Q: How can I interact with standard C++ types (such as std::string and std::vector)? - A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), - and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use - any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. - - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. - Prefer using them over the old and awkward Combo()/ListBox() api. - - Generally for most high-level types you should be able to access the underlying data type. - You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. - Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. - Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those - are not configurable and not the same across implementations. - - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern - is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. - One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str - This is a small helper where you can instance strings with configurable local buffers length. Many game engines will - provide similar or better string helpers. - - Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. - (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) - Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display - contents behind or over every other imgui windows (one bg/fg drawlist per viewport). - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. - - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". - (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) - - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - This is the preferred solution for developer productivity. - In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple - and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect - to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. - Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. - - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing - for screen real-estate and precision. - - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + Q&A: Community + ============== Q: How can I help? A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt @@ -958,18 +768,10 @@ CODE - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). - - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) - - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. - - tip: you can call Render() multiple times (e.g for VR renders). - - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! - */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) @@ -993,7 +795,7 @@ 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_DOCKING_INI 0 // Save additional comments in .ini file (makes saving slower) +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // Visual Studio warnings #ifdef _MSC_VER @@ -1002,7 +804,7 @@ CODE #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. @@ -1019,6 +821,8 @@ 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. #endif #elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' @@ -1026,9 +830,7 @@ CODE #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 // 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. @@ -1038,6 +840,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +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 certaint time, unless mouse moved. // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. @@ -1072,20 +875,25 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& // Navigation static void NavUpdate(); static void NavUpdateWindowing(); -static void NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); // Misc static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); -static void RenderOuterBorders(ImGuiWindow* window); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateDebugToolItemPicker(); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void EndFrameDrawDimmedBackgrounds(); // Viewports @@ -1095,6 +903,7 @@ static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); static void UpdateSelectWindowViewport(ImGuiWindow* window); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); @@ -1152,6 +961,7 @@ ImGuiStyle::ImGuiStyle() WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows @@ -1163,13 +973,14 @@ ImGuiStyle::ImGuiStyle() ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) 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 - ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. 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. + 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 when button is larger than text. 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. @@ -1226,7 +1037,7 @@ ImGuiIO::ImGuiIO() MouseDoubleClickMaxDist = 6.0f; for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.250f; + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1239,7 +1050,7 @@ ImGuiIO::ImGuiIO() // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; ConfigDockingWithShift = false; - ConfigDockingTabBarOnSingleWindows = false; + ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) @@ -1258,6 +1069,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1282,9 +1094,10 @@ ImGuiIO::ImGuiIO() // 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 -void ImGuiIO::AddInputCharacter(ImWchar c) +void ImGuiIO::AddInputCharacter(unsigned int c) { - InputQueueCharacters.push_back(c); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1293,7 +1106,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c <= 0xFFFF) + if (c > 0 && c < 0x10000) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1947,15 +1760,15 @@ ImU32 ImGui::GetColorU32(ImU32 col) //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImGuiStorage::Pair* LowerBound(ImVector& data, ImGuiID key) +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImGuiStorage::Pair* first = data.Data; - ImGuiStorage::Pair* last = data.Data + data.Size; + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; - ImGuiStorage::Pair* mid = first + count2; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; @@ -1977,18 +1790,18 @@ void ImGuiStorage::BuildSortByKey() static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; - if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; @@ -2001,7 +1814,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; @@ -2009,7 +1822,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; @@ -2018,9 +1831,9 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2031,27 +1844,27 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; @@ -2064,10 +1877,10 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; @@ -2075,10 +1888,10 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; @@ -2119,7 +1932,7 @@ bool ImGuiTextFilter::Draw(const char* label, float width) return value_changed; } -void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; @@ -2128,25 +1941,25 @@ void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) { if (*we == separator) { - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); - TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { - TextRange& f = Filters[i]; + ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) @@ -2168,19 +1981,19 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const for (int i = 0; i != Filters.Size; i++) { - const TextRange& f = Filters[i]; + const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract - if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep - if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } @@ -2263,20 +2076,64 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +// 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) //----------------------------------------------------------------------------- +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + 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 (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && 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; +} + static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. // The clipper should probably have a 4th step to display the last item in a regular manner. - ImGui::SetCursorPosY(pos_y); - ImGuiWindow* window = ImGui::GetCurrentWindow(); - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. - window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (window->DC.CurrentColumns) - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -2284,7 +2141,10 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int count, float items_height) { - StartPosY = ImGui::GetCursorPosY(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = count; StepNo = 0; @@ -2311,7 +2171,10 @@ void ImGuiListClipper::End() bool ImGuiListClipper::Step() { - if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) { ItemsCount = -1; return false; @@ -2320,16 +2183,16 @@ bool ImGuiListClipper::Step() { DisplayStart = 0; DisplayEnd = 1; - StartPosY = ImGui::GetCursorPosY(); + StartPosY = window->DC.CursorPos.y; StepNo = 1; return true; } if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. { if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = ImGui::GetCursorPosY() - StartPosY; + float items_height = window->DC.CursorPos.y - StartPosY; IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount-1, items_height); + Begin(ItemsCount - 1, items_height); DisplayStart++; DisplayEnd++; StepNo = 3; @@ -2452,6 +2315,87 @@ 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. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + 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; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // 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; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { @@ -2479,13 +2423,11 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; + const float h = draw_list->_Data->FontSize * 1.00f; float r = h * 0.40f * scale; - ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; switch (dir) @@ -2509,15 +2451,12 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) IM_ASSERT(0); break; } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } -void ImGui::RenderBullet(ImVec2 pos) +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) @@ -2588,7 +2527,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) ViewportPos = ImVec2(FLT_MAX, FLT_MAX); Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); - SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); WindowRounding = 0.0f; WindowBorderSize = 0.0f; @@ -2608,6 +2547,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SkipItems = false; Appearing = false; Hidden = false; + IsFallbackWindow = false; HasCloseButton = false; ResizeBorderHeld = -1; BeginCount = 0; @@ -2615,15 +2555,18 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) BeginOrderWithinContext = -1; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + LastFrameActive = -1; LastFrameJustFocused = -1; + LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; FontWindowScale = FontDpiScale = 1.0f; SettingsIdx = -1; @@ -2640,6 +2583,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; + DockNode = DockNodeAsHost = NULL; DockId = 0; DockTabItemStatusFlags = ImGuiItemStatusFlags_None; @@ -2671,6 +2617,14 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) return id; } +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + return id; +} + ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); @@ -2683,6 +2637,12 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) return ImHashData(&ptr, sizeof(void*), seed); } +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); +} + // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { @@ -2701,6 +2661,36 @@ static void SetCurrentWindow(ImGuiWindow* window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + void ImGui::SetNavID(ImGuiID id, int nav_layer) { ImGuiContext& g = *GImGui; @@ -2727,8 +2717,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenPressed = false; - g.ActiveIdHasBeenEdited = false; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; if (id != 0) { g.LastActiveId = id; @@ -2736,15 +2726,20 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } } g.ActiveId = id; - g.ActiveIdAllowNavDirFlags = 0; - g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } + + // 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.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; } // FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. @@ -2807,7 +2802,8 @@ void ImGui::MarkItemEdited(ImGuiID id) IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEdited = true; + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -2837,36 +2833,42 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla } // Advance cursor given item size for layout. -void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.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.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] window->DC.PrevLineSize.y = line_height; - window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) { - ItemSize(bb.GetSize(), text_offset_y); + ItemSize(bb.GetSize(), text_baseline_y); } // Declare item bounding box for clipping and interaction. @@ -2881,19 +2883,33 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { // 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) + // (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.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif } window->DC.LastItemId = id; window->DC.LastItemRect = bb; window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) @@ -2940,7 +2956,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; - // Test if interactions on this window are blocked by an active popup or modal + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. if (!IsWindowContentHoverable(window, flags)) return false; @@ -2975,6 +2992,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; SetHoveredID(id); + + // [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(). + 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(); + return true; } @@ -3002,7 +3030,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) { g.FocusRequestNextWindow = window; g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. @@ -3040,7 +3068,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMaxScreen().x; + wrap_pos_x = window->WorkRect.Max.x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -3066,13 +3094,15 @@ void ImGui::MemFree(void* ptr) const char* ImGui::GetClipboardText() { - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() @@ -3080,7 +3110,7 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// 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() { @@ -3096,9 +3126,12 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -// Helper function to 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. you may see different structures from what imgui.cpp sees which is highly problematic. -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) +// 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. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } @@ -3107,6 +3140,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } @@ -3190,7 +3224,6 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist draw_list->Clear(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; } return draw_list; @@ -3244,6 +3277,32 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } +void ImGui::StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button) +{ + ImGuiContext& g = *GImGui; + bool can_extract_dock_node = false; + if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) + { + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || (root_node->CentralNode != NULL)) + if (from_collapse_button || root_node->IsDockSpace()) + can_extract_dock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); + if (can_extract_dock_node && dragging) + { + DockContextQueueUndockNode(&g, node); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + } + else if (!can_extract_dock_node && (clicked || dragging) && g.MovingWindow != window) + { + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + } +} + // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() void ImGui::UpdateMouseMovingWindowNewFrame() @@ -3270,9 +3329,9 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - // Try to merge the window back into the main viewport. + // Try to merge the window back into the main viewport. // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. @@ -3320,20 +3379,21 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; } - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); } } - // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { - // Find the top-most window between HoveredWindow and the front most Modal Window. + // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); + ImGuiWindow* modal = GetTopMostPopupModal(); bool hovered_window_above_modal = false; if (modal == NULL) hovered_window_above_modal = true; @@ -3345,7 +3405,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (window == g.HoveredWindow) hovered_window_above_modal = true; } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -3354,7 +3414,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) window->Pos += delta; window->ClipRect.Translate(delta); window->OuterRectClipped.Translate(delta); - window->InnerMainRect.Translate(delta); + window->InnerRect.Translate(delta); window->DC.CursorPos += delta; window->DC.CursorStartPos += delta; window->DC.CursorMaxPos += delta; @@ -3368,7 +3428,7 @@ static void ScaleWindow(ImGuiWindow* window, float scale) window->Pos = ImFloor((window->Pos - origin) * scale + origin); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); - window->SizeContents = ImFloor(window->SizeContents * scale); + window->ContentSize = ImFloor(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) @@ -3414,6 +3474,7 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseClickedTime[i] = g.Time; } g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; } @@ -3425,31 +3486,59 @@ static void ImGui::UpdateMouseInputs() g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation g.NavDisableMouseHover = false; } } +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + void ImGui::UpdateMouseWheel() { ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) - return; + + // 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; - ImGuiWindow* window = g.HoveredWindow; + + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { + StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos = ImFloor(window->Pos + offset); + SetWindowPos(window, window->Pos + offset, 0); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } @@ -3457,31 +3546,35 @@ void ImGui::UpdateMouseWheel() } // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow) - window = window->ParentWindow; - const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); - if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) { - ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f; - - // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) - if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) + 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 scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y)); - SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step); - } - else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) - { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step); + 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 (for hardware that supports it) - if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step); + 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); } } } @@ -3499,7 +3592,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window) if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; @@ -3528,13 +3621,13 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else @@ -3546,15 +3639,10 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -void ImGui::NewFrame() +static void NewFrameSanityChecks() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif - // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); @@ -3566,6 +3654,7 @@ void ImGui::NewFrame() IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.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)"); @@ -3576,6 +3665,26 @@ void ImGui::NewFrame() // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + NewFrameSanityChecks(); + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); // Perform simple checks: multi-viewport and platform windows support if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) @@ -3607,11 +3716,13 @@ void ImGui::NewFrame() for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; + IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor bounds not setup properly."); IM_ASSERT(mon.WorkSize.x > 0.0f && mon.WorkSize.y > 0.0f && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them."); IM_ASSERT(mon.DpiScale != 0.0f); } } + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame (if not explicitly loaded manually before) if (!g.SettingsLoaded) @@ -3641,7 +3752,6 @@ void ImGui::NewFrame() g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; - g.ConfigFlagsForFrame = g.IO.ConfigFlags; UpdateViewportsNewFrame(); @@ -3655,6 +3765,13 @@ void ImGui::NewFrame() virtual_space.Add(g.Viewports[n]->GetRect()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + 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++) @@ -3687,12 +3804,18 @@ void ImGui::NewFrame() g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0; + g.ActiveIdUsingKeyInputMask = 0; + } // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; @@ -3729,7 +3852,7 @@ void ImGui::NewFrame() UpdateMouseMovingWindowNewFrame(); // Background darkening/whitening - if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); @@ -3773,8 +3896,9 @@ void ImGui::NewFrame() g.NavIdTabCounter = INT_MAX; - // Mark all windows as not visible + // 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.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -3782,33 +3906,66 @@ void ImGui::NewFrame() window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + + // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); } // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusPreviousWindowIgnoringOne(NULL); + FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow); + ClosePopupsOverWindow(g.NavWindow, false); // Docking DockContextUpdateDocking(&g); + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + // 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. + g.FrameScopePushedFallbackWindow = true; SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); - g.FrameScopePushedImplicitWindow = true; + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiTestEngineHook_PostNewFrame(&g); #endif } +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } +} + void ImGui::Initialize(ImGuiContext* context) { ImGuiContext& g = *context; @@ -3851,7 +4008,7 @@ void ImGui::Shutdown(ImGuiContext* context) } g.IO.Fonts = NULL; - // Cleanup of other data are conditional on actually having initialized ImGui. + // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; @@ -3892,10 +4049,16 @@ void ImGui::Shutdown(ImGuiContext* context) g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; for (int i = 0; i < g.Viewports.Size; i++) IM_DELETE(g.Viewports[i]); g.Viewports.clear(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); @@ -3933,7 +4096,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im { int count = window->DC.ChildWindows.Size; if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -3957,19 +4120,28 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d 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. + // 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); - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.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: - // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. - // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. - // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: - // 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 API. - // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + // - 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 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 back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends 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-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends 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"); @@ -4061,7 +4233,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() ImGuiContext& g = *GImGui; // Draw modal whitening background on _other_ viewports than the one the modal is one - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); const bool dim_bg_for_modal = (modal_window != NULL); const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); if (dim_bg_for_modal || dim_bg_for_window_list) @@ -4141,7 +4313,7 @@ void ImGui::EndFrame() } // Hide implicit/fallback "Debug" window if it hasn't been used - g.FrameScopePushedImplicitWindow = false; + g.FrameScopePushedFallbackWindow = false; if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; End(); @@ -4150,8 +4322,8 @@ void ImGui::EndFrame() EndFrameDrawDimmedBackgrounds(); // Show CTRL+TAB list window - if (g.NavWindowingTarget) - NavUpdateWindowingList(); + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); SetCurrentViewport(NULL, NULL); @@ -4216,9 +4388,9 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + + // Add background ImDrawList (for each active viewport) for (int n = 0; n != g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; @@ -4227,22 +4399,28 @@ void ImGui::Render() AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + // Add ImDrawList to render (for each active window) + 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.NavWindowingList : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) - if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window - AddRootWindowToDrawData(windows_to_render_front_most[n]); + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the tp-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + ImRect mouse_cursor_rect; + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + { + ImVec2 offset, size, uv[4]; + if (g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2])) + mouse_cursor_rect = ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(size.x + 2, size.y + 2) * g.Style.MouseCursorScale); + } // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; @@ -4250,8 +4428,14 @@ void ImGui::Render() { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + + if (viewport->GetRect().Overlaps(mouse_cursor_rect)) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; @@ -4265,7 +4449,7 @@ void ImGui::Render() } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { ImGuiContext& g = *GImGui; @@ -4283,52 +4467,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = (float)(int)(text_size.x + 0.95f); + text_size.x = IM_FLOOR(text_size.x + 0.95f); return text_size; } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - 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 (window->SkipItems) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRectScreen); - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (g.NavMoveRequest && 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; -} - // Find window given position, search front-to-back // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is @@ -4362,7 +4505,7 @@ static void FindHoveredWindow() // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize)) + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize_from_edges); @@ -4377,7 +4520,7 @@ static void FindHoveredWindow() if (hole_bb.Contains(g.IO.MousePos - window->Pos)) continue; } - + if (hovered_window == NULL) hovered_window = window; if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) @@ -4418,25 +4561,36 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c int ImGui::GetKeyIndex(ImGuiKey imgui_key) { IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; } // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[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]; } -int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +// 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 (t == 0.0f) + if (t1 == 0.0f) return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) + if (t0 >= t1) return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 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) @@ -4446,7 +4600,7 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r return 0; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } bool ImGui::IsKeyPressed(int user_key_index, bool repeat) @@ -4497,8 +4651,9 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { - float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate; - if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f)) + // 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; } @@ -4519,15 +4674,23 @@ bool ImGui::IsMouseDoubleClicked(int button) return g.IO.MouseDoubleClicked[button]; } +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(int 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(int button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) return false; - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; + return IsMouseDragPastThreshold(button, lock_threshold); } ImVec2 ImGui::GetMousePos() @@ -4626,13 +4789,15 @@ bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } bool ImGui::IsItemFocused() @@ -4643,7 +4808,7 @@ bool ImGui::IsItemFocused() if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for the dummy item after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->ID && window->WriteAccessed) return false; @@ -4753,7 +4918,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; + 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. @@ -4881,6 +5046,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) { 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); @@ -4901,21 +5067,21 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl if (settings->ViewportId) { window->ViewportId = settings->ViewportId; - window->ViewportPos = settings->ViewportPos; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } else { window->ViewportPos = main_viewport->Pos; } - window->Pos = ImFloor(settings->Pos + window->ViewportPos); + window->Pos = ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y); window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); + if (settings->Size.x > 0 && settings->Size.y > 0) + size = ImVec2(settings->Size.x, settings->Size.y); window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4949,10 +5115,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -4968,6 +5134,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); } // Minimum size @@ -4980,28 +5148,31 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) return new_size; } -static ImVec2 CalcSizeContents(ImGuiWindow* window) +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) { if (window->Collapsed) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->SizeContents; + return window->ContentSize; if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->SizeContents; + return window->ContentSize; ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); - return sz + window->WindowPadding; + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; } -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize - return size_contents; + return size_desired; } else { @@ -5018,14 +5189,16 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -5033,47 +5206,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcSizeContents(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); -} - -float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); - } - if (window->ScrollTarget.y < FLT_MAX) - { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y; - scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); - scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); - } - return scroll; + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) @@ -5090,7 +5226,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); @@ -5127,23 +5263,35 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ } // Handle resize for: Resize Grips, Borders, Gamepad -static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return; + 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. + return false; + + bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Clip mouse interaction rectangles within the viewport (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + ImRect clip_viewport_rect(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + if (!(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + clip_viewport_rect = window->Viewport->GetRect(); + // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); @@ -5159,6 +5307,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + resize_rect.ClipWith(clip_viewport_rect); bool hovered, held; ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); @@ -5168,7 +5317,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) { // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; ClearActiveID(); } else if (held) @@ -5185,8 +5335,9 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); + border_rect.ClipWith(clip_viewport_rect); ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + //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) || held) { g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; @@ -5206,6 +5357,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au } PopID(); + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { @@ -5222,7 +5377,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au 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 = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -5238,11 +5393,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->Size = window->SizeFull; + return ret_auto_fit; } static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) @@ -5252,7 +5404,7 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, cons window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); } -static void ImGui::RenderOuterBorders(ImGuiWindow* window) +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; @@ -5289,6 +5441,205 @@ static void ImGui::RenderOuterBorders(ImGuiWindow* window) } } +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (window->ViewportOwned) + { + // No alpha + bg_col = (bg_col | IM_COL32_A_MASK); + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + alpha = g.NextWindowData.BgAlphaVal; + if (is_docking_transparent_payload) + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner) + if (window->DockNode && window->DockNode->IsHiddenTabBar() && !window->DockNode->IsNoTabBar()) + { + float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); + float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + ImVec2 p = window->DockNode->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + bool hovered, held; + if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + window->DockNode->WantHiddenTabBarToggle = true; + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (window->DockNode->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + 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 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]); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + 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); + } + 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); + } + 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 (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; @@ -5308,7 +5659,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } -// Push a new ImGui window to add widgets to. +// Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). @@ -5326,10 +5677,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Find or create ImGuiWindow* window = FindWindowByName(name); const bool window_just_created = (window == NULL); - const bool window_is_fallback = (g.CurrentWindowStack.Size == 0); if (window_just_created) { - ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. window = CreateNewWindow(name, size_on_first_use, flags); } @@ -5342,13 +5692,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.FrameScopePushedFallbackWindow); // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } @@ -5362,6 +5713,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } @@ -5373,16 +5725,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Docking // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both - if (g.NextWindowData.DockCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); - bool new_auto_dock_node = !has_dock_node && g.IO.ConfigDockingTabBarOnSingleWindows && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) && !window_is_fallback; + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; + + // Docking currently override constraints + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; } } @@ -5391,6 +5746,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + 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.CurrentWindowStack.push_back(window); @@ -5398,7 +5757,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) CheckStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; @@ -5410,7 +5769,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.PosCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -5426,27 +5785,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.SizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.ContentSizeCond) - { - // Adjust passed "client size" to become a "window size" - window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; - if (window->SizeContentsExplicit.y != 0.0f) - window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); - } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) - { - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } - window->WindowClass = g.NextWindowData.WindowClass; - if (g.NextWindowData.CollapsedCond) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -5463,6 +5816,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->IDStack.resize(1); + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; @@ -5480,7 +5837,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->SizeContents = CalcSizeContents(window); + window->ContentSize = CalcWindowContentSize(window); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -5491,7 +5848,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFramesCannotSkipItems = 1; @@ -5501,7 +5858,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->SizeContents = ImVec2(0.f, 0.f); + window->ContentSize = ImVec2(0.f, 0.f); } } @@ -5514,7 +5871,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); flags = window->Flags; - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else @@ -5550,46 +5909,47 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); - ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) - window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } if (!window->Collapsed) MarkIniSettingsDirty(window); } // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // SCROLLBAR STATUS - - // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // POSITION @@ -5613,7 +5973,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -5642,7 +6002,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Synchronize window --> viewport in most situations // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if (window->Viewport->PlatformRequestMove) + { window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) { viewport_rect_changed = true; @@ -5650,7 +6013,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } if (window->Viewport->PlatformRequestResize) + { window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) { viewport_rect_changed = true; @@ -5674,9 +6040,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). - // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. - if (is_short_lived_floating_window) + if (is_short_lived_floating_window && (flags & ImGuiWindowFlags_Modal) == 0) viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; // We can overwrite viewport flags using ImGuiWindowClass (advanced users) @@ -5687,15 +6053,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; else window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; - if (window->WindowClass.ViewportFlagsOverrideMask) - viewport_flags = (viewport_flags & ~window->WindowClass.ViewportFlagsOverrideMask) | (window->WindowClass.ViewportFlagsOverrideValue & window->WindowClass.ViewportFlagsOverrideMask); + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha viewport_flags |= ImGuiViewportFlags_NoRendererClear; window->Viewport->Flags = viewport_flags; } - // Clamp position so window stays visible within its viewport or monitor + // 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. ImRect viewport_rect = window->Viewport->GetRect(); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) @@ -5720,13 +6088,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = ImFloor(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - if (window->ViewportOwned) + if (window->ViewportOwned || window->DockIsActive) window->WindowRounding = 0.0f; - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; @@ -5743,11 +6108,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; + ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) @@ -5763,25 +6129,95 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) window->ViewportPos = window->Viewport->Pos; + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + 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); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends 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 + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - 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; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - 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.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 = (float)(int)(window->Size.x * 0.65f); + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING // Setup draw list and outer clipping rectangle window->DrawList->Clear(); - window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + PushClipRect(host_rect.Min, host_rect.Max, false); // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport)); if (dim_bg_for_modal || dim_bg_for_window_list) { @@ -5798,137 +6234,83 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); - const ImRect title_bar_rect = window->TitleBarRect(); - if (window->Collapsed) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + if (is_undocked_or_docked_visible) { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else - { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - bool is_docking_transparent_payload = false; - if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) - if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) - is_docking_transparent_payload = true; + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - if (window->ViewportOwned) - { - // No alpha - bg_col = (bg_col | IM_COL32_A_MASK); - if (is_docking_transparent_payload) - window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; - } - else - { - // Adjust alpha. For docking - float alpha = 1.0f; - if (g.NextWindowData.BgAlphaCond != 0) - alpha = g.NextWindowData.BgAlphaVal; - if (is_docking_transparent_payload) - alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; - if (alpha != 1.0f) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); - } - g.NextWindowData.BgAlphaCond = 0; + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); - // Title bar - // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, - // in order for their pos/size to be matching their undocking state.) - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - } - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min+ImVec2(window_border_size,0), menu_bar_rect.Max-ImVec2(window_border_size,0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // Docking: Unhide tab bar (small triangle in the corner) - if (window->DockNode && window->DockNode->IsHiddenTabBar() && !window->DockNode->IsNoTabBar()) - { - float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); - ImVec2 p = window->DockNode->Pos; - ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); - bool hovered, held; - if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) - window->DockNode->WantHiddenTabBarToggle = true; - // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. - ImU32 col = GetColorU32(((held && hovered) || (window->DockNode->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiAxis_X); - if (window->ScrollbarY) - Scrollbar(ImGuiAxis_Y); - - // Render resize grips (after their input handling so we don't have a frame of latency) - 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 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, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders (for dock node host they will be rendered over after the tab bar) - if (handle_borders_and_resize_grips && !window->DockNodeAsHost) - RenderOuterBorders(window); + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; } - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + } - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_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)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + + // [LEGACY] Contents Region + // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; @@ -5944,7 +6326,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeDepthMayJumpToParentOnPop = 0x00; + window->DC.TreeMayJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -5974,69 +6356,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Viewport->PlatformRequestClose = false; g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. - //IMGUI_DEBUG_LOG("Window '%s' PlatformRequestClose\n", window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos, NULL)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function - - // Close button - if (p_open != NULL) - { - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) - *p_open = false; - } - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->DC.ItemFlags = item_flags_backup; - - // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) - // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; - ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); - } - } + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - if (window->DockIsActive) - window->OuterRectClipped.Min.y += window->TitleBarHeight(); - window->OuterRectClipped.ClipWith(window->ClipRect); - // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? @@ -6046,22 +6377,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(); */ - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; - //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); - - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); - if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) { // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. @@ -6113,11 +6428,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.Clear(); + g.NextWindowData.ClearFlags(); // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. - // This is analogous to regular windows being hidden from one frame. + // This is analogous to regular windows being hidden from one frame. // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if (window->DockIsActive && !window->DockTabIsVisible) { @@ -6136,9 +6451,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) @@ -6158,27 +6475,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) return !skip_items; } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) -{ - // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. - if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) - SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - - // Old API feature: override the window background alpha with a parameter. - if (bg_alpha_override >= 0.0f) - SetNextWindowBgAlpha(bg_alpha_override); - - return Begin(name, p_open, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void ImGui::End() { ImGuiContext& g = *GImGui; - if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedFallbackWindow) { IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); return; // FIXME-ERRORHANDLING @@ -6187,7 +6488,7 @@ void ImGui::End() ImGuiWindow* window = g.CurrentWindow; - if (window->DC.CurrentColumns != NULL) + if (window->DC.CurrentColumns) EndColumns(); if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); @@ -6216,7 +6517,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) ImGuiContext& g = *GImGui; if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.WindowsFocusOrder[i] == window) { memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -6231,7 +6532,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindow == window) return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -6271,6 +6572,9 @@ void ImGui::FocusWindow(ImGuiWindow* window) //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } + // Close popups if any + ClosePopupsOverWindow(window, false); + // Passing NULL allow to disable keyboard focus if (!window) return; @@ -6295,17 +6599,25 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToDisplayFront(window); } -void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { - // FIXME-DOCKING: This is failing (lagging by one frame) for docked windows. + // FIXME-DOCKING: This is failing (lagging by one frame) for docked windows. // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? @@ -6314,31 +6626,37 @@ void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) return; } } + FocusWindow(NULL); } void ImGui::SetNextItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.NextItemWidth = item_width; + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; } void ImGui::PushItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiStyle& style = GImGui->Style; - const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components-1; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() @@ -6348,52 +6666,37 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } -// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), -// Then consume the -float ImGui::GetNextItemWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - float w; - if (window->DC.NextItemWidth != FLT_MAX) - { - w = window->DC.NextItemWidth; - window->DC.NextItemWidth = FLT_MAX; - } - else - { - w = window->DC.ItemWidth; - } - if (w < 0.0f) - { - float region_max_x = GetContentRegionMaxScreen().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); - } - w = (float)(int)w; - return w; -} - -// Calculate item width *without* popping/consuming NextItemWidth if it was set. -// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() float ImGui::CalcItemWidth() { - ImGuiWindow* window = GImGui->CurrentWindow; - float backup_next_item_width = window->DC.NextItemWidth; - float w = GetNextItemWidth(); - window->DC.NextItemWidth = backup_next_item_width; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); return w; } -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == GetNextItemWidth(). +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match GetNextItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +// 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; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxScreen(); + region_max = GetContentRegionMaxAbs(); if (size.x == 0.0f) size.x = default_w; @@ -6579,7 +6882,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -6593,7 +6896,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); } void ImGui::PopStyleVar(int count) @@ -6786,20 +7089,6 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.x = new_scroll_x; - window->DC.CursorMaxPos.x -= window->Scroll.x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.y = new_scroll_y; - window->DC.CursorMaxPos.y -= window->Scroll.y; -} - void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -6813,8 +7102,10 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); - window->DC.CursorPos += (window->Pos - old_pos); // 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 += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) @@ -6892,8 +7183,8 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co static void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) { IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters - window->HitTestHoleSize = ImVec2ih((short)size.x, (short)size.y); - window->HitTestHoleOffset = ImVec2ih((short)(pos.x - window->Pos.x), (short)(pos.y - window->Pos.y)); + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) @@ -6941,25 +7232,18 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.PosUndock = true; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGui::SetNextWindowPosCenter(ImGuiCond cond) -{ - ImGuiViewport* viewport = ImGui::GetMainViewport(); - SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, cond, ImVec2(0.5f, 0.5f)); - SetNextWindowViewport(viewport->ID); -} -#endif - void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -6967,23 +7251,26 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. - g.NextWindowData.ContentSizeCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -6991,26 +7278,27 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; - g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } void ImGui::SetNextWindowViewport(ImGuiID id) { ImGuiContext& g = *GImGui; - g.NextWindowData.ViewportCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.DockId = id; } @@ -7018,56 +7306,55 @@ void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } -// FIXME: This is in window space (not screen space!) +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) - mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxScreen() +ImVec2 ImGui::GetContentRegionMaxAbs() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentsRegionRect.Max; if (window->DC.CurrentColumns) - mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x; return mx; } ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxScreen() - window->DC.CursorPos; -} - -float ImGui::GetContentRegionAvailWidth() -{ - return GetContentRegionAvail().x; + return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.Max - window->Pos; } float ImGui::GetWindowContentRegionWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentsRegionRect.GetWidth(); } @@ -7198,58 +7485,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos) window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -float ImGui::GetScrollX() -{ - return GImGui->CurrentWindow->Scroll.x; -} - -float ImGui::GetScrollY() -{ - return GImGui->CurrentWindow->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - return GetWindowScrollMaxX(GImGui->CurrentWindow); -} - -float ImGui::GetScrollMaxY() -{ - return GetWindowScrollMaxY(GImGui->CurrentWindow); -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHereY(float center_y_ratio) -{ - ImGuiWindow* window = GetCurrentWindow(); - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); -} - void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -7315,9 +7550,15 @@ void ImGui::PushID(const void* ptr_id) void ImGui::PushID(int int_id) { - const void* ptr_id = (void*)(intptr_t)int_id; ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); } void ImGui::PopID() @@ -7368,16 +7609,16 @@ void ImGui::BeginGroup() group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; + group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return } @@ -7390,36 +7631,49 @@ void ImGui::EndGroup() ImGuiGroupData& group_data = window->DC.GroupStack.back(); - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return - if (group_data.AdvanceCursor) + if (!group_data.EmitItem) { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), 0.0f); - ItemAdd(group_bb, 0); + window->DC.GroupStack.pop_back(); + return; } + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0); + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + else if (group_contains_prev_active_id) window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; - window->DC.GroupStack.pop_back(); + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -7447,8 +7701,8 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w) window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } void ImGui::Indent(float indent_w) @@ -7467,6 +7721,178 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + 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] + + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + + +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + local_y -= decoration_up_height; + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + //----------------------------------------------------------------------------- // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- @@ -7552,7 +7978,7 @@ bool ImGui::IsPopupOpen(const char* str_id) return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); } -ImGuiWindow* ImGui::GetFrontMostPopupModal() +ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) @@ -7577,10 +8003,10 @@ void ImGui::OpenPopupEx(ImGuiID id) ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; int current_stack_size = g.BeginPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + 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.ParentWindow = parent_window; + popup_ref.SourceWindow = g.NavWindow; popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); @@ -7614,20 +8040,7 @@ void ImGui::OpenPopupEx(ImGuiID id) } } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id); - return true; - } - return false; -} - -void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.empty()) @@ -7641,49 +8054,51 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) { - ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep]; + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) - bool popup_or_descendent_has_focus = false; - for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++) - if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow) - popup_or_descendent_has_focus = true; - if (!popup_or_descendent_has_focus) + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) break; } } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); - ClosePopupToLevel(popup_count_to_keep, false); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } -void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { - IM_ASSERT(remaining >= 0); ImGuiContext& g = *GImGui; - ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); - // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely. - // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing. - // The current code will set focus to the parent of the popup window which is incorrect. - // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window, - // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again. - // However if the clicked window has the _NoMove flag set we would be left with B focused. - // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway, - // but we should inspect and fix this properly. - if (apply_focus_to_window_under) + if (restore_focus_to_window_under_popup) { - if (g.NavLayer == 0) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } } } @@ -7718,22 +8133,23 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) + if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; + bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); @@ -7745,15 +8161,15 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } - flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; return BeginPopupEx(g.CurrentWindow->GetID(str_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 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) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -7761,14 +8177,17 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) - SetNextWindowPos(window->Viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); @@ -7794,12 +8213,27 @@ void ImGui::EndPopup() End(); } +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; +} + // This is a helper to handle the simplest case of associating one named popup to one given widget. // You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // You can pass a NULL str_id to use the identifier of the last item. bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -7986,7 +8420,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -8000,7 +8434,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) + if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } @@ -8049,22 +8483,22 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) #if IMGUI_DEBUG_NAV_SCORING char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + 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+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } @@ -8205,7 +8639,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); + NavMoveRequestCancel(); g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -8224,7 +8658,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -8236,7 +8670,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -8300,6 +8734,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; + //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { SetNavID(0, g.NavLayer); @@ -8349,11 +8784,11 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } @@ -8373,38 +8808,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput return delta; } -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } - if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } -} - static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; @@ -8423,7 +8826,7 @@ static void ImGui::NavUpdate() // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8431,7 +8834,6 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (g.IO.KeyShift) @@ -8445,10 +8847,11 @@ static void ImGui::NavUpdate() g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) { // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); + //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); if (g.NavInitRequestFromMove) SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else @@ -8509,7 +8912,7 @@ static void ImGui::NavUpdate() { if (g.ActiveId != 0) { - if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) @@ -8571,17 +8974,16 @@ static void ImGui::NavUpdate() g.NavNextActivateId = 0; // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; if (g.NavMoveRequestForward == ImGuiNavForward_None) { g.NavMoveDir = ImGuiDir_None; g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1<Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResultId = 0; g.NavDisableHighlight = false; @@ -8622,9 +9026,9 @@ static void ImGui::NavUpdate() if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys @@ -8632,12 +9036,12 @@ static void ImGui::NavUpdate() ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); g.NavMoveFromClampedRefRect = true; } if (scroll_dir.y != 0.0f) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); g.NavMoveFromClampedRefRect = true; } } @@ -8651,7 +9055,7 @@ static void ImGui::NavUpdate() if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { float pad = window->CalcFontSize() * 0.5f; @@ -8713,17 +9117,22 @@ static void ImGui::NavUpdateMoveResult() // Scroll to keep newly navigated item fully into view. if (g.NavLayer == 0) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); - - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); } ClearActiveID(); @@ -8738,51 +9147,79 @@ static void ImGui::NavUpdateMoveResult() g.NavMoveFromClampedRefRect = false; } -static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +// Handle PageUp/PageDown/Home/End keys +static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + return nav_scoring_rect_offset_y; } } return 0.0f; } -static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) @@ -8807,7 +9244,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; - const int i_current = FindWindowFocusIndex(g.NavWindowingTarget); + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); @@ -8825,7 +9262,7 @@ static void ImGui::NavUpdateWindowing() ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window != NULL) { g.NavWindowingTarget = NULL; @@ -8867,7 +9304,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = 1.0f; } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. @@ -8910,7 +9347,7 @@ static void ImGui::NavUpdateWindowing() { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); g.NavDisableMouseHover = true; MarkIniSettingsDirty(g.NavWindowingTarget); } @@ -8920,11 +9357,11 @@ static void ImGui::NavUpdateWindowing() if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop)) { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); g.NavDisableHighlight = false; g.NavDisableMouseHover = true; apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window); - ClearActiveID(); + ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); @@ -8981,7 +9418,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); @@ -9010,357 +9447,6 @@ void ImGui::NavUpdateWindowingList() PopStyleVar(); } -//----------------------------------------------------------------------------- -// [SECTION] COLUMNS -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//----------------------------------------------------------------------------- - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - PopItemWidth(); - PopClipRect(); - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) - { - // New column (columns 1+ cancels out IndentX) - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current); - } - else - { - // New row/line - window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(0); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = 0.0f; - - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup -} - -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; -} - -static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm) -{ - return offset_norm * (columns->MaxX - columns->MinX); -} - -static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) -{ - return offset / (columns->MaxX - columns->MinX); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return OffsetNormToPixels(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; - - ImGuiColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); -} - -ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) -{ - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumns()); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) -{ - ImGuiWindow* window = GetCurrentWindow(); - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - return id; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - ImGuiID id = GetColumnsID(str_id, columns_count); - - // Acquire storage for the columns set - ImGuiColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); - columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->BackupCursorPosY = window->DC.CursorPos.y; - columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize defaults - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); - } - - if (columns->Count > 1) - { - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); - } - PushItemWidth(GetColumnWidth() * 0.65f); -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - window->DrawList->ChannelsMerge(); - } - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->BackupCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->BackupCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; - const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) - continue; - - bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; - - if (columns != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP @@ -9409,16 +9495,16 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; } + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; - if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - if (is_hovered) - SetHoveredID(source_id); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -9880,6 +9966,12 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) ImGuiContext& g = *GImGui; g.SettingsWindows.push_back(ImGuiWindowSettings()); ImGuiWindowSettings* settings = &g.SettingsWindows.back(); +#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 settings->Name = ImStrdup(name); settings->ID = ImHashStr(name); return settings; @@ -10028,24 +10120,24 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; + int x, y; int i; ImU32 u1; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) { settings->Pos = ImVec2(x, y); } - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) { settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); } + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } - else if (sscanf(line, "ViewportPos=%f,%f", &x, &y) == 2) { settings->ViewportPos = ImVec2(x, y); } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2) { settings->ViewportPos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *imgui_ctx; + ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -10059,10 +10151,10 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos - window->ViewportPos; - settings->Size = window->SizeFull; + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); settings->ViewportId = window->ViewportId; - settings->ViewportPos = window->ViewportPos; + settings->ViewportPos = ImVec2ih(window->ViewportPos); IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); settings->DockId = window->DockId; settings->ClassId = window->WindowClass.ClassId; @@ -10075,19 +10167,16 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting for (int i = 0; i != g.SettingsWindows.Size; i++) { const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - const char* name = settings->Name; - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - name = p; - buf->appendf("[%s][%s]\n", handler->TypeName, name); + buf->appendf("[%s][%s]\n", handler->TypeName, settings->Name); if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) { - buf->appendf("ViewportPos=%d,%d\n", (int)settings->ViewportPos.x, (int)settings->ViewportPos.y); + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); } - if (settings->Pos.x != 0.0f || settings->Pos.y != 0.0f || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - if (settings->Size.x != 0.0f || settings->Size.y != 0.0f) - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { @@ -10107,6 +10196,29 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - UpdateSelectWindowViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- ImGuiViewport* ImGui::GetMainViewport() { @@ -10142,7 +10254,7 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view if (g.CurrentViewport == viewport) return; g.CurrentViewport = viewport; - //IMGUI_DEBUG_LOG("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI @@ -10159,12 +10271,14 @@ static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { - // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protude and create their own. + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; - if (g.IO.ConfigViewportsNoAutoMerge && (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) - if (!window->DockIsActive) - if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) == 0) - return true; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; return false; } @@ -10200,6 +10314,32 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG return true; } +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate imgui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT + if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) + TranslateWindow(g.Windows[window_n], delta_pos); +} + // Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { @@ -10217,9 +10357,9 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) } // If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. -// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) It requires Platform_GetWindowFocus to be implemented by back-end. -static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) { ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; @@ -10233,17 +10373,20 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m return best_candidate; } +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) - for (int n = 0; n < g.Viewports.Size; n++) + if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { - ImGuiViewportP* viewport = g.Viewports[n]; - const bool platform_funcs_available = viewport->PlatformWindowCreated; - if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + const bool platform_funcs_available = viewport->PlatformWindowCreated; if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) { bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); @@ -10252,6 +10395,7 @@ static void ImGui::UpdateViewportsNewFrame() else viewport->Flags &= ~ImGuiViewportFlags_Minimized; } + } } // Create/update main viewport with current platform position and size @@ -10260,7 +10404,7 @@ static void ImGui::UpdateViewportsNewFrame() IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); ImVec2 main_viewport_platform_size = g.IO.DisplaySize; - if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) main_viewport_platform_pos = (main_viewport->Flags & ImGuiViewportFlags_Minimized) ? main_viewport->Pos : g.PlatformIO.Platform_GetWindowPos(main_viewport); AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, main_viewport_platform_size, ImGuiViewportFlags_CanHostOtherWindows); @@ -10268,10 +10412,10 @@ static void ImGui::UpdateViewportsNewFrame() g.MouseViewport = NULL; for (int n = 0; n < g.Viewports.Size; n++) { - // Erase unused viewports ImGuiViewportP* viewport = g.Viewports[n]; viewport->Idx = n; + // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { // Clear references to this viewport in windows (window->ViewportId becomes the master data) @@ -10281,12 +10425,12 @@ static void ImGui::UpdateViewportsNewFrame() g.Windows[window_n]->Viewport = NULL; g.Windows[window_n]->ViewportOwned = false; } - if (viewport == g.MouseLastHoveredViewport) + if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; g.Viewports.erase(g.Viewports.Data + n); // Destroy - //IMGUI_DEBUG_LOG("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_DELETE(viewport); @@ -10295,9 +10439,9 @@ static void ImGui::UpdateViewportsNewFrame() } const bool platform_funcs_available = viewport->PlatformWindowCreated; - if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { - // Update Position and Size (from Platform Window to ImGui) if requested. + // Update Position and Size (from Platform Window to ImGui) if requested. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { @@ -10306,20 +10450,19 @@ static void ImGui::UpdateViewportsNewFrame() if (viewport->PlatformRequestResize) viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); } - - UpdateViewportPlatformMonitor(viewport); } + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; // Translate imgui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) - ImVec2 viewport_delta = viewport->Pos - viewport->LastPos; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta.x != 0.0f || viewport_delta.y != 0.0f)) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport || (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) == 0) - TranslateWindow(g.Windows[window_n], viewport_delta); + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); // Update DPI scale float new_dpi_scale; @@ -10346,7 +10489,7 @@ static void ImGui::UpdateViewportsNewFrame() viewport->DpiScale = new_dpi_scale; } - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { g.MouseViewport = main_viewport; return; @@ -10362,15 +10505,15 @@ static void ImGui::UpdateViewportsNewFrame() { // Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag. IM_ASSERT(0); - viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } } else { // If the back-end doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: - // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) - viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) g.MouseLastHoveredViewport = viewport_hovered; @@ -10380,11 +10523,11 @@ static void ImGui::UpdateViewportsNewFrame() // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) if (g.MovingWindow) - g.MouseViewport = g.MovingWindow->Viewport; + g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; - // When dragging something, always refer to the last hovered viewport. + // When dragging something, always refer to the last hovered viewport. // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. @@ -10456,7 +10599,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); - //IMGUI_DEBUG_LOG("Add Viewport %08X (%s)\n", id, window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame @@ -10490,7 +10633,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // Restore main viewport if multi-viewport is not supported by the back-end ImGuiViewportP* main_viewport = g.Viewports[0]; - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); return; @@ -10504,10 +10647,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->ViewportId = 0; } - if (!g.NextWindowData.ViewportCond) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow) + if (window->Viewport == NULL && window->ParentWindow && !window->ParentWindow->IsFallbackWindow) window->Viewport = window->ParentWindow->Viewport; // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file @@ -10519,11 +10662,13 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) } } - if (g.NextWindowData.ViewportCond) + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + lock_viewport = true; } else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { @@ -10549,7 +10694,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // We cannot test window->ViewportOwned as it set lower in the function. bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0); if (try_to_merge_into_host_viewport) - UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + UpdateTryMergeWindowIntoHostViewports(window); } // Fallback to default viewport @@ -10557,40 +10702,45 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->Viewport = main_viewport; // Mark window as allowed to protrude outside of its viewport and into the current monitor - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + if (!lock_viewport) { - // We need to take account of the possibility that mouse may become invalid. - // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. - ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; - bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); - bool mouse_valid = IsMousePosValid(&mouse_ref); - if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) - window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); - else + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; - } - else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) - { - // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. - const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; - if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) - { - // Steal/transfer ownership - //IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, window->Name, window->Viewport->ID, window->Viewport->Window->Name); - window->Viewport->Window = window; - window->Viewport->ID = window->ID; - window->Viewport->LastNameHash = 0; - } - else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge? - { - // New viewport - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); } } - // Regular (non-child, non-popup) windows by default are also allowed to protrude - // Child windows are kept contained within their parent. - else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; // Update flags window->ViewportOwned = (window == window->Viewport->Window); @@ -10609,7 +10759,7 @@ void ImGui::UpdatePlatformWindows() IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) return; // Create/resize/destroy platform windows to match each active viewport. @@ -10618,7 +10768,7 @@ void ImGui::UpdatePlatformWindows() { ImGuiViewportP* viewport = g.Viewports[i]; - // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) bool destroy_platform_window = false; destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); @@ -10637,7 +10787,7 @@ void ImGui::UpdatePlatformWindows() bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) { - //IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); g.PlatformIO.Platform_CreateWindow(viewport); if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); @@ -10691,7 +10841,7 @@ void ImGui::UpdatePlatformWindows() // Show window g.PlatformIO.Platform_ShowWindow(viewport); - // Even without focus, we assume the window becomes front-most. + // Even without focus, we assume the window becomes front-most. // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; @@ -10702,7 +10852,7 @@ void ImGui::UpdatePlatformWindows() } // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. - // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. + // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; @@ -10770,12 +10920,16 @@ static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) // Search for the monitor with the largest intersection area with the given rectangle // We generally try to avoid searching loops but the monitor count should be very small here -// FIXME-OPT: We could test the last monitor used for that viewport first.. +// FIXME-OPT: We could test the last monitor used for that viewport first, and early static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { ImGuiContext& g = *GImGui; - // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); int best_monitor_n = -1; @@ -10814,7 +10968,11 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) if (g.PlatformIO.Platform_DestroyWindow) g.PlatformIO.Platform_DestroyWindow(viewport); IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); - viewport->PlatformWindowCreated = false; + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The right-er way may be to leave it to the back-end to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; } else { @@ -10826,12 +10984,12 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) void ImGui::DestroyPlatformWindows() { - // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end - // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. - // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling // code to operator a consistent manner. // It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without - // crashing if it doesn't have data stored. + // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) DestroyPlatformWindow(g.Viewports[i]); @@ -10847,15 +11005,21 @@ void ImGui::DestroyPlatformWindows() // Docking: ImGuiDockContext Docking/Undocking functions // Docking: ImGuiDockNode // Docking: ImGuiDockNode Tree manipulation functions -// Docking: Public Functions (SetWindowDock, DockSpace) +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) // Docking: Builder Functions -// Docking: Begin/End Functions (called from Begin/End) +// Docking: Begin/End Support Functions (called from Begin/End) // Docking: Settings //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Docking: Internal Types //----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- static float IMGUI_DOCK_SPLITTER_SIZE = 2.0f; @@ -10871,7 +11035,7 @@ struct ImGuiDockRequest { ImGuiDockRequestType Type; ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) - ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] ImGuiDir DockSplitDir; float DockSplitRatio; @@ -10908,18 +11072,17 @@ struct ImGuiDockPreviewData // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { - ImGuiID ID; - ImGuiID ParentID; - ImGuiID SelectedTabID; - signed char SplitAxis; - char Depth; - char IsDockSpace; - char IsCentralNode; - char IsHiddenTabBar; - ImVec2ih Pos; - ImVec2ih Size; - ImVec2ih SizeRef; - ImGuiDockNodeSettings() { ID = ParentID = SelectedTabID = 0; SplitAxis = ImGuiAxis_None; Depth = 0; IsDockSpace = IsCentralNode = IsHiddenTabBar = 0; } + ImGuiID ID; + ImGuiID ParentNodeID; + ImGuiID ParentWindowID; + ImGuiID SelectedWindowID; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { ID = ParentNodeID = ParentWindowID = SelectedWindowID = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_None; } }; struct ImGuiDockContext @@ -10939,7 +11102,6 @@ namespace ImGui { // ImGuiDockContext static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); - static ImGuiID DockContextGenNodeID(ImGuiContext* ctx); static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); @@ -10947,6 +11109,7 @@ namespace ImGui static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); static void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_refs); // Use root_id==0 to clear all static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all @@ -10955,6 +11118,7 @@ namespace ImGui static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); static void DockNodeHideHostWindow(ImGuiDockNode* node); @@ -10963,13 +11127,13 @@ namespace ImGui static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeRemoveTabBar(ImGuiDockNode* node); - static ImGuiID DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); - static ImRect DockNodeCalcTabBarRect(const ImGuiDockNode* node); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } @@ -10979,7 +11143,7 @@ namespace ImGui // ImGuiDockNode tree manipulations static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); - static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes = false); static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); static ImGuiDockNode* DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos); static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); @@ -11003,6 +11167,23 @@ namespace ImGui // we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). // This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextOnLoadSettings() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextUpdateUndocking() +// - DockContextUpdateDocking() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- void ImGui::DockContextInitialize(ImGuiContext* ctx) { @@ -11040,15 +11221,16 @@ void ImGui::DockContextOnLoadSettings(ImGuiContext* ctx) void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_references) { + IM_UNUSED(ctx); IM_ASSERT(ctx == GImGui); DockBuilderRemoveNodeDockedWindows(root_id, clear_persistent_docking_references); DockBuilderRemoveNodeChildNodes(root_id); } // This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch -void ImGui::DockContextRebuild(ImGuiContext* ctx) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { - //IMGUI_DEBUG_LOG("[docking] full rebuild\n"); + IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); ImGuiDockContext* dc = ctx->DockContext; SaveIniSettingsToMemory(); ImGuiID root_id = 0; // Rebuild all @@ -11078,7 +11260,7 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) DockBuilderRemoveNodeChildNodes(node->ID); //dc->WantFullRebuild = true; } - + // Process full rebuild #if 0 if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) @@ -11086,7 +11268,7 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) #endif if (dc->WantFullRebuild) { - DockContextRebuild(ctx); + DockContextRebuildNodes(ctx); dc->WantFullRebuild = false; } @@ -11119,7 +11301,7 @@ void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode() && !node->IsDockSpace()) + if (node->IsFloatingNode()) DockNodeUpdate(node); } @@ -11128,7 +11310,7 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID return (ImGuiDockNode*)ctx->DockContext->Nodes.GetVoidPtr(id); } -static ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) // FIXME-OPT FIXME-DOCKING: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster. @@ -11145,6 +11327,9 @@ static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) id = DockContextGenNodeID(ctx); else IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); ctx->DockContext->Nodes.SetVoidPtr(node->ID, node); return node; @@ -11155,7 +11340,7 @@ static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiContext& g = *ctx; ImGuiDockContext* dc = ctx->DockContext; - //printf("[%05d] RemoveNode 0x%04X\n", node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); IM_ASSERT(node->Windows.Size == 0); @@ -11210,20 +11395,33 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; - ImGuiDockContextPruneNodeData* parent_data = settings->ParentID ? pool.GetByKey(settings->ParentID) : 0; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeID ? pool.GetByKey(settings->ParentNodeID) : 0; pool.GetOrAddByKey(settings->ID)->RootID = parent_data ? parent_data->RootID : settings->ID; - if (settings->ParentID) - pool.GetOrAddByKey(settings->ParentID)->CountChildNodes++; + if (settings->ParentNodeID) + pool.GetOrAddByKey(settings->ParentNodeID)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; + if (settings->ParentWindowID != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowID)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; } // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) if (ImGuiID dock_id = g.SettingsWindows[settings_n].DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) { - ImGuiDockContextPruneNodeData* data_root = (data->RootID == dock_id) ? data : pool.GetByKey(data->RootID); data->CountWindows++; - data_root->CountChildWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootID == dock_id) ? data : pool.GetByKey(data->RootID)) + data_root->CountChildWindows++; } // Prune @@ -11236,11 +11434,12 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) ImGuiDockContextPruneNodeData* data_root = (data->RootID == settings->ID) ? data : pool.GetByKey(data->RootID); bool remove = false; - remove |= (data->CountWindows == 1 && settings->ParentID == 0 && data->CountChildNodes == 0 && !settings->IsCentralNode); // Floating root node with only 1 window - remove |= (data->CountWindows == 0 && settings->ParentID == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data->CountWindows == 1 && settings->ParentNodeID == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeID == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window remove |= (data_root->CountChildWindows == 0); if (remove) { + IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } @@ -11256,7 +11455,7 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc if (settings->ID == 0) continue; ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); - node->ParentNode = settings->ParentID ? DockContextFindNodeByID(ctx, settings->ParentID) : NULL; + node->ParentNode = settings->ParentNodeID ? DockContextFindNodeByID(ctx, settings->ParentNodeID) : NULL; node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); node->Size = ImVec2(settings->Size.x, settings->Size.y); node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); @@ -11265,14 +11464,9 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; - node->SelectedTabID = settings->SelectedTabID; + node->SelectedTabID = settings->SelectedWindowID; node->SplitAxis = settings->SplitAxis; - if (settings->IsDockSpace) - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; - if (settings->IsCentralNode) - node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; - if (settings->IsHiddenTabBar) - node->LocalFlags |= ImGuiDockNodeFlags_HiddenTabBar; + node->LocalFlags |= (settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. @@ -11304,6 +11498,15 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id //----------------------------------------------------------------------------- // Docking: ImGuiDockContext Docking/Undocking functions //----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { @@ -11349,9 +11552,15 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); ImGuiContext& g = *ctx; + IM_UNUSED(g); + ImGuiWindow* payload_window = req->DockPayload; // Optional ImGuiWindow* target_window = req->DockTargetWindow; ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); // Decide which Tab will be selected at the end of the operation ImGuiID next_selected_id = 0; @@ -11434,8 +11643,9 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) // Central node property needs to be moved to a leaf node, pick the last focused one. // FIXME-DOCKING: If we had to transfer other flags here, what would the policy be? ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeID); + IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); - IM_ASSERT(last_focused_node != NULL && last_focused_root_node == DockNodeGetRootNode(payload_node)); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; node->LocalFlags &= ~ImGuiDockNodeFlags_CentralNode; last_focused_root_node->CentralNode = last_focused_node; @@ -11462,6 +11672,11 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } // Update selection immediately if (ImGuiTabBar* tab_bar = node->TabBar) @@ -11495,11 +11710,12 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + new_node->AuthorityForPos = new_node->AuthorityForSize = ImGuiDataAuthority_Window; new_node->WantMouseMove = true; } else { - // Otherwise delete the previous node by merging the other sibling back into the parent node. + // Otherwise extract our node and merging our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; @@ -11534,6 +11750,32 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* //----------------------------------------------------------------------------- // Docking: ImGuiDockNode //----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockCalc() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- ImGuiDockNode::ImGuiDockNode(ImGuiID id) { @@ -11543,6 +11785,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) TabBar = NULL; SplitAxis = ImGuiAxis_None; + State = ImGuiDockNodeState_Unknown; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; @@ -11552,8 +11795,9 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; - IsFocused = HasCloseButton = HasCollapseButton = false; + IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; + MarkedForPosSizeWrite = false; } ImGuiDockNode::~ImGuiDockNode() @@ -11582,6 +11826,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b DockNodeRemoveWindow(window->DockNode, window, 0); } IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; @@ -11590,8 +11835,8 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; - // If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window, - // then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame. + // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission. + // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame. if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) { node->Windows[0]->Hidden = true; @@ -11600,7 +11845,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. - if (node->HostWindow == NULL && !node->IsDockSpace() && node->IsRootNode()) + if (node->HostWindow == NULL && node->IsFloatingNode()) { if (node->AuthorityForPos == ImGuiDataAuthority_Auto) node->AuthorityForPos = ImGuiDataAuthority_Window; @@ -11617,7 +11862,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b { DockNodeAddTabBar(node); node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabID; - + // Add existing windows for (int n = 0; n < node->Windows.Size - 1; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); @@ -11639,6 +11884,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window //IM_ASSERT(window->RootWindow == node->HostWindow); //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; @@ -11800,6 +12046,15 @@ static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* DockNodeFindInfo(node->ChildNodes[1], results); } +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n]->ID == id) + return node->Windows[n]; + return NULL; +} + // - Remove inactive windows/nodes. // - Update visibility flag. static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) @@ -11838,6 +12093,7 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod if (node->Windows.Size == 1 && !node->IsCentralNode()) { DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return return; } @@ -11887,6 +12143,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); node->LastFrameAlive = g.FrameCount; + node->MarkedForPosSizeWrite = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) @@ -11923,7 +12180,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) DockNodeRemoveTabBar(node); // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) - if (node->Windows.Size <= 1 && node->IsRootNode() && node->IsLeafNode() && !node->IsDockSpace() && !g.IO.ConfigDockingTabBarOnSingleWindows) + bool want_to_hide_host_window = false; + if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (want_to_hide_host_window) { if (node->Windows.Size == 1) { @@ -11949,9 +12210,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) } DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabID = 0; - node->HasCloseButton = node->HasCollapseButton = false; + node->HasCloseButton = node->HasWindowMenuButton = node->EnableCloseButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) @@ -11959,27 +12221,57 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) return; } + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabID != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabID); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + + // Bind or create host window ImGuiWindow* host_window = NULL; bool beginned_into_host_window = false; if (node->IsDockSpace()) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); - node->HasCloseButton = false; - node->HasCollapseButton = true; + node->EnableCloseButton = false; + node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; host_window = node->HostWindow; } else { // [Automatic root or child nodes] - node->HasCloseButton = false; - node->HasCollapseButton = (node->Windows.Size > 0); + node->EnableCloseButton = false; + node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. ImGuiWindow* window = node->Windows[window_n]; window->DockIsActive = (node->Windows.Size > 1); - node->HasCloseButton |= window->HasCloseButton; + node->EnableCloseButton |= window->HasCloseButton; } if (node->IsRootNode() && node->IsVisible) @@ -12030,7 +12322,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. - // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back // after the dock host window, losing their top-most status. if (node->HostWindow->Appearing) @@ -12056,7 +12348,6 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after // processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; if (render_dockspace_bg) { @@ -12128,9 +12419,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) BeginAsDockableDragDropTarget(host_window); + // We update this after DockNodeUpdateTabBar() node->LastFrameActive = g.FrameCount; // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children if (host_window) { if (node->ChildNodes[0]) @@ -12140,7 +12433,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Render outer borders last (after the tab bar) if (node->IsRootNode()) - RenderOuterBorders(host_window); + RenderWindowOuterBorders(host_window); } // End host window @@ -12158,12 +12451,16 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } -static ImGuiID ImGui::DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; ImGuiID ret_tab_id = 0; - SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight())); - if (BeginPopup("#TabListMenu")) + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) { node->IsFocused = true; if (tab_bar->Tabs.Size == 1) @@ -12234,7 +12531,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w host_window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); } - PushID(node->ID); + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); ImGuiTabBar* tab_bar = node->TabBar; bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden if (tab_bar == NULL) @@ -12246,26 +12546,38 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; - // Collapse button changes shape and display a list - if (IsPopupOpen("#TabListMenu")) + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id accross multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) { - if (ImGuiID tab_id = DockNodeUpdateTabListMenu(node, tab_bar)) + if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) focus_tab_id = tab_bar->NextSelectedTabId = tab_id; is_focused |= node->IsFocused; } + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + // Title bar if (is_focused) node->LastFrameFocused = g.FrameCount; - ImRect title_bar_rect = ImRect(node->Pos, node->Pos + ImVec2(node->Size.x, g.FontSize + style.FramePadding.y * 2.0f)); ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); - // Collapse button - if (CollapseButton(host_window->GetID("#COLLAPSE"), title_bar_rect.Min, node)) - OpenPopup("#TabListMenu"); - if (IsItemActive()) - focus_tab_id = tab_bar->SelectedTabId; + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + } // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; @@ -12282,12 +12594,18 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w int tabs_unsorted_start = tab_bar->Tabs.Size; for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { + // FIXME-DOCKING: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; tabs_unsorted_start = tab_n; } - //printf("[%05d] Sorting %d new appearing tabs\n", g.FrameCount, tab_bar->Tabs.Size - tabs_unsorted_start); + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabID) != NULL) @@ -12296,7 +12614,6 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; // Begin tab bar - const ImRect tab_bar_rect = DockNodeCalcTabBarRect(node); ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; if (!host_window->Collapsed && is_focused) @@ -12343,15 +12660,15 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Close button (after VisibleWindow was updated) // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId - if (node->VisibleWindow) + if (has_close_button && node->VisibleWindow) { if (!node->VisibleWindow->HasCloseButton) { PushItemFlag(ImGuiItemFlags_Disabled, true); PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); } - const float rad = g.FontSize * 0.5f; - if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x - rad, style.FramePadding.y + rad), rad + 1)) + const float button_sz = g.FontSize; + if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) { node->WantCloseTabID = tab->ID; @@ -12367,15 +12684,20 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w } // When clicking on the title bar outside of tabs, we still focus the selected tab for that node - if (g.HoveredWindow == host_window && g.HoveredId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { - if (IsMouseClicked(0)) + bool held; + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held); + if (held) { - focus_tab_id = tab_bar->SelectedTabId; + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; // Forward moving request to selected window - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) - StartMouseMovingWindow(tab->Window); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseDragFromTitleBar(tab->Window, node, false); } } @@ -12456,15 +12778,32 @@ static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* return false; } -static ImRect ImGui::DockNodeCalcTabBarRect(const ImGuiDockNode* node) +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents, may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos) { ImGuiContext& g = *GImGui; - ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + (g.FontSize + g.Style.FramePadding.y * 2.0f)); - if (node->HasCollapseButton) - r.Min.x += g.Style.FramePadding.x + g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a tab bar. Instead we adjusted RenderArrowDockMenu() - // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. - r.Max.x -= g.Style.FramePadding.x + g.FontSize + 1.0f; - return r; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + ImVec2 window_menu_button_pos = r.Min; + r.Min.x += g.Style.FramePadding.x; + r.Max.x -= g.Style.FramePadding.x; + if (node->HasCloseButton) + { + r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + } + if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + } + else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + { + r.Max.x -= g.FontSize + g.Style.FramePadding.x; + window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) @@ -12480,12 +12819,12 @@ void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& po if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) { size_new[axis] = size_new_desired[axis]; - size_old[axis] = (float)(int)(w_avail - size_new[axis]); + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } else { - size_new[axis] = (float)(int)(w_avail * 0.5f); - size_old[axis] = (float)(int)(w_avail - size_new[axis]); + size_new[axis] = IM_FLOOR(w_avail * 0.5f); + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } // Position each node @@ -12559,7 +12898,7 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo ImGuiContext& g = *GImGui; // There is an edge case when docking into a dockspace which only has inactive nodes. - // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; if (ref_node_for_rect) @@ -12567,7 +12906,7 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo // Build a tentative future node (reuse same structure because it is practical) data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); - data->FutureNode.HasCollapseButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); data->FutureNode.Pos = host_node ? ref_node_for_rect->Pos : host_window->Pos; data->FutureNode.Size = host_node ? ref_node_for_rect->Size : host_window->Size; @@ -12577,6 +12916,8 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo data->IsCenterAvailable = !is_outer_docking; if (src_is_visibly_splitted && (!host_node || !host_node->IsEmpty())) data->IsCenterAvailable = false; + if (host_node && (host_node_flags & ImGuiDockNodeFlags_NoDocking)) + data->IsCenterAvailable = false; if (host_node && (host_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) data->IsCenterAvailable = false; @@ -12667,7 +13008,8 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) { // Compute target tab bar geometry so we can locate our preview tabs - ImRect tab_bar_rect = DockNodeCalcTabBarRect(&data->FutureNode); + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { @@ -12729,7 +13071,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); } } - + // Stop after ImGuiDir_None if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; @@ -12739,6 +13081,14 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock //----------------------------------------------------------------------------- // Docking: ImGuiDockNode Tree manipulation functions //----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { @@ -12791,6 +13141,7 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG IM_ASSERT(parent_node->TabBar == NULL); IM_ASSERT(parent_node->Windows.Size == 0); } + IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); ImVec2 backup_last_explicit_size = parent_node->SizeRef; DockNodeMoveChildNodes(parent_node, merge_lead_child); @@ -12810,7 +13161,9 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG parent_node->SizeRef = backup_last_explicit_size; // Flags transfer - parent_node->LocalFlags = ((child_0 ? child_0->LocalFlags : 0) | (child_1 ? child_1->LocalFlags : 0)) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; if (child_0) { @@ -12825,10 +13178,18 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) -void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes) { - node->Pos = pos; - node->Size = size; + // During the regular dock node update we write to all nodes. + // 'only_write_to_marked_nodes' is only set when turning a node visible mid-frame and we need its size right-away. + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + const bool write_to_node = (only_write_to_marked_nodes == false) || (node->MarkedForPosSizeWrite); + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + if (node->IsLeafNode()) return; @@ -12854,6 +13215,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si child_0->WantLockSizeOnce = false; child_0_size[axis] = child_0->SizeRef[axis] = child_0->Size[axis]; child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_1->WantLockSizeOnce) @@ -12861,6 +13223,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si child_1->WantLockSizeOnce = false; child_1_size[axis] = child_1->SizeRef[axis] = child_1->Size[axis]; child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node @@ -12956,7 +13319,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) /* // [DEBUG] Render limits - ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); for (int n = 0; n < 2; n++) if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); @@ -12984,7 +13347,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; - //ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { @@ -13054,14 +13417,19 @@ ImGuiDockNode* ImGui::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos) return node->CentralNode; return DockNodeTreeFindFallbackLeafNode(node); } - + return NULL; } //----------------------------------------------------------------------------- // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) //----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- +// [Internal] Called via SetNextWindowDockID() void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -13112,9 +13480,12 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); @@ -13141,6 +13512,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Pos = window->DC.CursorPos; node->Size = node->SizeRef = size; @@ -13148,6 +13520,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; + // FIXME-DOCKING: Why do we need a child window to host a dockspace, could we host it in the existing window? ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; @@ -13176,7 +13549,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! -// The limitation with this call is that your window won't have a menu bar. +// The limitation with this call is that your window won't have a menu bar. // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. // So if you want a menu bar you need to repeat this code manually ourselves. As with advanced other Docking API, we may change this function signature. ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) @@ -13214,8 +13587,24 @@ ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags // Docking: Builder Functions //----------------------------------------------------------------------------- // Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! // It is expected that those functions are all called _before_ the dockspace node submission. //----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { @@ -13260,12 +13649,17 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Size = node->SizeRef = size; node->AuthorityForSize = ImGuiDataAuthority_DockNode; } -// If you create a regular node, both ref_pos/ref_size will position the window. -// If you create a dockspace node: ref_pos won't be used, ref_size is useful on the first frame to... +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; @@ -13296,7 +13690,7 @@ void ImGui::DockBuilderRemoveNode(ImGuiID node_id) DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); if (node->IsCentralNode() && node->ParentNode) - node->ParentNode->LocalFlags = ImGuiDockNodeFlags_CentralNode; + node->ParentNode->LocalFlags |= ImGuiDockNodeFlags_CentralNode; DockContextRemoveNode(ctx, node, true); } @@ -13402,11 +13796,14 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_persi } } -// FIXME-DOCK: We are not exposing nor using split_outer. -ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_other) +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { ImGuiContext* ctx = GImGui; IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (node == NULL) @@ -13428,11 +13825,11 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_r DockContextProcessDock(ctx, &req); ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; - ImGuiID id_other = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; if (out_id_at_dir) *out_id_at_dir = id_at_dir; - if (out_id_other) - *out_id_other = id_other; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; return id_at_dir; } @@ -13457,7 +13854,7 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds dst_node->ChildNodes[child_n]->ParentNode = dst_node; } - //IMGUI_DEBUG_LOG("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } @@ -13492,17 +13889,18 @@ void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_ } else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) { + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) { - dst_settings->ViewportPos = src_window->Pos; + dst_settings->ViewportPos = window_pos_2ih; dst_settings->ViewportId = src_window->ViewportId; - dst_settings->Pos = ImVec2(0.0f, 0.0f); + dst_settings->Pos = ImVec2ih(0, 0); } else { - dst_settings->Pos = src_window->Pos; + dst_settings->Pos = window_pos_2ih; } - dst_settings->Size = src_window->SizeFull; + dst_settings->Size = ImVec2ih(src_window->SizeFull); dst_settings->Collapsed = src_window->Collapsed; } } @@ -13548,14 +13946,15 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks if (dst_dock_id != 0) { - // Docked windows gets redocked into the new node hierarchy. - //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", dst_window_name, src_dock_id, dst_dock_id); + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); DockBuilderDockWindow(dst_window_name, dst_dock_id); } else { // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); DockBuilderCopyWindowSettings(src_window_name, dst_window_name); } } @@ -13573,8 +13972,8 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks if (src_windows.contains(window->ID)) continue; - // Docked windows gets redocked into the new node hierarchy. - //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); DockBuilderDockWindow(window->Name, dst_dock_id); } } @@ -13588,15 +13987,75 @@ void ImGui::DockBuilderFinish(ImGuiID root_id) } //----------------------------------------------------------------------------- -// Docking: Begin/End Functions (called from Begin/End) +// Docking: Begin/End Support Functions (called from Begin/End) //----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - BeginDocked() +// - BeginAsDockableDragDropSource() +// - BeginAsDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible) + { + ancestor_node->IsVisible = true; + ancestor_node->MarkedForPosSizeWrite = true; + if (ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + } + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true); + } + + // Add window to node + DockNodeAddWindow(node, window, true); + IM_ASSERT(node == window->DockNode); + return node; +} void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; - const bool auto_dock_node = (g.IO.ConfigDockingTabBarOnSingleWindows) && !(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)); + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) { if (window->DockId == 0) @@ -13610,8 +14069,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; - want_undock |= (g.NextWindowData.PosCond && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock); - g.NextWindowData.PosUndock = false; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { DockContextProcessUndockWindow(ctx, window); @@ -13625,26 +14083,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { - node = DockContextFindNodeByID(ctx, window->DockId); - - // We should not be docking into a split node (SetWindowDock should avoid this) - if (node && node->IsSplitNode()) - { - DockContextProcessUndockWindow(ctx, window); - return; - } - - // Create node + node = DockContextBindNodeToWindow(ctx, window); if (node == NULL) - { - node = DockContextAddNode(ctx, window->DockId); - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; - if (auto_dock_node) - node->LastFrameAlive = g.FrameCount; - } - - DockNodeAddWindow(node, window, true); - IM_ASSERT(node == window->DockNode); + return; } #if 0 @@ -13674,22 +14115,28 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) return; } + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing); + window->DockTabIsVisible = false; + return; + } + + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x > 0.0f && node->Size.y > 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + // Undock if we are submitted earlier than the host window - if (node->HostWindow && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + if (window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { DockContextProcessUndockWindow(ctx, window); return; } - // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) - if (node->HostWindow == NULL) - { - window->DockTabIsVisible = false; - return; - } - IM_ASSERT(node->HostWindow); - IM_ASSERT(node->IsLeafNode()); - // Position window SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); @@ -13778,7 +14225,7 @@ void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio - //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || allow_null_target_node)) { @@ -13810,10 +14257,19 @@ void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) //----------------------------------------------------------------------------- // Docking: Settings //----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; @@ -13874,14 +14330,16 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings // Parsing, e.g. // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. ImGuiDockNodeSettings node; line = ImStrSkipBlank(line); if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } - else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.IsDockSpace = true; } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } else return; - if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; - if (sscanf(line, " Parent=0x%08X%n", &node.ParentID, &r) == 1) { line += r; if (node.ParentID == 0) return; } - if (node.ParentID == 0) + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeID, &r) == 1) { line += r; if (node.ParentNodeID == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowID, &r) ==1) { line += r; if (node.ParentWindowID == 0) return; } + if (node.ParentNodeID == 0) { if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; @@ -13891,12 +14349,16 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } } if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } - if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; node.IsCentralNode = (x != 0); } - if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; node.IsHiddenTabBar = (x != 0); } - if (sscanf(line, " SelectedTab=0x%08X%n", &node.SelectedTabID,&r) == 1) { line += r; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedWindowID,&r) == 1) { line += r; } ImGuiDockContext* dc = ctx->DockContext; - if (node.ParentID != 0) - if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentID)) + if (node.ParentNodeID != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeID)) node.Depth = parent_settings->Depth + 1; dc->SettingsNodes.push_back(node); } @@ -13906,16 +14368,15 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo ImGuiDockNodeSettings node_settings; IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); node_settings.ID = node->ID; - node_settings.ParentID = node->ParentNode ? node->ParentNode->ID : 0; - node_settings.SelectedTabID = node->SelectedTabID; + node_settings.ParentNodeID = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowID = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedWindowID = node->SelectedTabID; node_settings.SplitAxis = node->IsSplitNode() ? (char)node->SplitAxis : ImGuiAxis_None; node_settings.Depth = (char)depth; - node_settings.IsDockSpace = (char)node->IsDockSpace(); - node_settings.IsCentralNode = (char)node->IsCentralNode(); - node_settings.IsHiddenTabBar = (char)node->IsHiddenTabBar(); - node_settings.Pos = ImVec2ih((short)node->Pos.x, (short)node->Pos.y); - node_settings.Size = ImVec2ih((short)node->Size.x, (short)node->Size.y); - node_settings.SizeRef = ImVec2ih((short)node->SizeRef.x, (short)node->SizeRef.y); + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); dc->SettingsNodes.push_back(node_settings); if (node->ChildNodes[0]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); @@ -13949,30 +14410,44 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings { const int line_start_pos = buf->size(); (void)line_start_pos; const ImGuiDockNodeSettings* node_settings = &dc->SettingsNodes[node_n]; - buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", node_settings->IsDockSpace ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file buf->appendf(" ID=0x%08X", node_settings->ID); - if (node_settings->ParentID) - buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentID, node_settings->SizeRef.x, node_settings->SizeRef.y); + if (node_settings->ParentNodeID) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeID, node_settings->SizeRef.x, node_settings->SizeRef.y); + } else + { + if (node_settings->ParentWindowID) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowID); buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } if (node_settings->SplitAxis != ImGuiAxis_None) buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); - if (node_settings->IsCentralNode) + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) buf->appendf(" CentralNode=1"); - if (node_settings->IsHiddenTabBar) + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) buf->appendf(" HiddenTabBar=1"); - if (node_settings->SelectedTabID) - buf->appendf(" SelectedTab=0x%08X", node_settings->SelectedTabID); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedWindowID) + buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowID); -#if IMGUI_DEBUG_DOCKING_INI +#if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) { - buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything - if (node->IsDockSpace && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); int contains_window = 0; - for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++) + for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++) // Iterate settings so we can give info about windows that didn't exist during the session. if (ctx->SettingsWindows[window_n].DockId == node_settings->ID) { if (contains_window++ == 0) @@ -14000,15 +14475,17 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings #else #include #endif +#elif defined(__APPLE__) +#include #endif -// Win32 API clipboard implementation #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") #endif +// Win32 clipboard implementation static const char* GetClipboardTextFn_DefaultImpl(void*) { static ImVector buf_local; @@ -14052,16 +14529,67 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + int length = (int)CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); + clipboard_text[length] = 0; + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return NULL; +} + #else -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); } -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; @@ -14138,20 +14666,26 @@ void ImGui::ShowViewportThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +#ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("ImGui Metrics", p_open)) + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) { ImGui::End(); return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerClipRect, RT_ContentsRegionRect, RT_ContentsFullRect }; - static bool show_windows_begin_order = false; + // State + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; static bool show_windows_rects = false; - static int show_windows_rect_type = RT_ContentsRegionRect; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; static bool show_drawcmd_clip_rects = true; + static bool show_docking_nodes = false; + // Basic info + ImGuiContext& g = *GImGui; ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); @@ -14160,8 +14694,29 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList + // - NodeColumns + // - NodeWindow + // - NodeWindows + // - NodeViewport + // - NodeDockNode + // - NodeTabBar struct Funcs { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Contents) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentsRegionRect) { return window->ContentsRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); @@ -14179,6 +14734,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!node_open) return; + if (window && !window->WasActive) + ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); + int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { @@ -14190,25 +14748,28 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%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); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; ImRect vtxs_rect; for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); - clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); } if (!pcmd_node_open) continue; // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) { - char buf[300]; char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangles_pos[3]; for (int n = 0; n < 3; n++, idx_i++) @@ -14217,7 +14778,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; triangles_pos[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) @@ -14237,9 +14798,54 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); + ImGui::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++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + + static void NodeWindow(ImGuiWindow* window, const char* label) + { + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); + return; + } + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window)) + return; + ImGuiWindowFlags flags = window->Flags; + NodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + ImGui::BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y); + ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); + ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (!window->NavRectRel[0].IsInverted()) + ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); + else + ImGui::BulletText("NavRectRel[0]: "); + ImGui::BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + NodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); + if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); + if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); + if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); + if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + NodeColumns(&window->ColumnsStorage[n]); + ImGui::TreePop(); + } + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.size_in_bytes()); ImGui::TreePop(); } @@ -14252,65 +14858,98 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } - static void NodeWindow(ImGuiWindow* window, const char* label) - { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) - return; - ImGuiWindowFlags flags = window->Flags; - NodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); - ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, - (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); - ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); - ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); - ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (!window->NavRectRel[0].IsInverted()) - ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); - else - ImGui::BulletText("NavRectRel[0]: "); - ImGui::BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); - ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); - ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, %s: 0x%p, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode", window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockIsActive, window->DockTabIsVisible); - if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); - if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); - if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); - if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); - if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) - { - for (int n = 0; n < window->ColumnsStorage.Size; n++) - NodeColumns(&window->ColumnsStorage[n]); - ImGui::TreePop(); - } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); - ImGui::TreePop(); - } - static void NodeViewport(ImGuiViewportP* viewport) { - ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) { ImGuiWindowFlags flags = viewport->Flags; ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } - ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags, + ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : ""); + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); 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++) Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); ImGui::TreePop(); } } + + static void NodeDockNode(ImGuiDockNode* node, const char* label) + { + ImGuiContext& g = *GImGui; + bool open; + if (node->Windows.Size > 0) + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + NodeWindow(node->HostWindow, "HostWindow"); + NodeWindow(node->VisibleWindow, "VisibleWindow"); + ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabID, node->LastFocusedNodeID); + ImGui::BulletText("Misc:%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : ""); + if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) + { + ImGui::CheckboxFlags("LocalFlags: NoDocking", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoDocking); + ImGui::CheckboxFlags("LocalFlags: NoSplit", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); + ImGui::CheckboxFlags("LocalFlags: NoResize", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("LocalFlags: NoTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); + ImGui::CheckboxFlags("LocalFlags: HiddenTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); + ImGui::CheckboxFlags("LocalFlags: NoWindowMenuButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton); + ImGui::CheckboxFlags("LocalFlags: NoCloseButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton); + ImGui::TreePop(); + } + if (node->ParentNode) + NodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + NodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + NodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + NodeTabBar(node->TabBar); + ImGui::TreePop(); + } + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", + tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + } + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A"); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; Funcs::NodeWindows(g.Windows, "Windows"); if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size)) { @@ -14323,8 +14962,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; - ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", - i, mon.DpiScale * 100.0f, + ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); } @@ -14345,12 +14984,70 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } - if (ImGui::TreeNode("Docking & Tab Bars")) + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) { - ShowDockingDebug(); + for (int n = 0; n < g.TabBars.Data.Size; n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); ImGui::TreePop(); } + if (ImGui::TreeNode("Docking")) + { + ImGuiDockContext* dc = g.DockContext; + ImGui::Checkbox("Ctrl shows window dock info", &show_docking_nodes); + + if (ImGui::TreeNode("Dock nodes")) + { + if (ImGui::SmallButton("Clear settings")) { DockContextClearNodes(&g, 0, true); } + ImGui::SameLine(); + if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + Funcs::NodeDockNode(node, "Node"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Refresh")) + SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::Separator(); + ImGui::Text("Docked Windows:"); + for (int n = 0; n < g.SettingsWindows.Size; n++) + if (g.SettingsWindows[n].DockId != 0) + ImGui::BulletText("Window '%s' -> DockId %08X", g.SettingsWindows[n].Name, g.SettingsWindows[n].DockId); + ImGui::Separator(); + ImGui::Text("Dock Nodes:"); + for (int n = 0; n < dc->SettingsNodes.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedWindowID) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowID)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowID)) + selected_tab_name = window_settings->Name; + } + ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeID, settings->SelectedWindowID, selected_tab_name ? selected_tab_name : settings->SelectedWindowID ? "N/A" : ""); + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +#if 0 + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.Data.Size)) + { + ImGui::TreePop(); + } +#endif + if (ImGui::TreeNode("Internal state")) { const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); @@ -14375,15 +15072,31 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("Tools")) { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (ImGui::Button("Item Picker..")) + ImGui::DebugStartItemPicker(); + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerClipRect\0" "ContentsRegionRect\0"); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + if (show_windows_rects && g.NavWindow) + { + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + ImGui::Unindent(); + } ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); } + // Tool: Display windows Rectangles and Begin Order if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) @@ -14394,12 +15107,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawList* draw_list = GetForegroundDrawList(window); if (show_windows_rects) { - ImRect r; - if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); } - else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; } - else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; } - else if (show_windows_rect_type == RT_InnerClipRect) { r = window->InnerClipRect; } - else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) @@ -14412,140 +15120,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } - ImGui::End(); -} -void ImGui::ShowDockingDebug() -{ - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = ctx->DockContext; - - struct Funcs + if (show_docking_nodes && g.IO.KeyCtrl) { - static void NodeDockNode(ImGuiDockNode* node, const char* label) - { - ImGuiContext& g = *GImGui; - ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); - bool open; - if (node->Windows.Size > 0) - open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - else - open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - if (open) - { - IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); - IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); - ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", - node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); - ImGui::BulletText("VisibleWindow: 0x%08X %s", node->VisibleWindow ? node->VisibleWindow->ID : 0, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabID, node->LastFocusedNodeID); - ImGui::BulletText("Misc:%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : ""); - if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) - { - ImGui::CheckboxFlags("LocalFlags: NoSplit", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); - ImGui::CheckboxFlags("LocalFlags: NoResize", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); - ImGui::CheckboxFlags("LocalFlags: NoTabBar", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); - ImGui::CheckboxFlags("LocalFlags: HiddenTabBar",(unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); - ImGui::TreePop(); - } - if (node->ChildNodes[0]) - NodeDockNode(node->ChildNodes[0], "Child[0]"); - if (node->ChildNodes[1]) - NodeDockNode(node->ChildNodes[1], "Child[1]"); - if (node->TabBar) - NodeTabBar(node->TabBar); - ImGui::TreePop(); - } - } - - static void NodeTabBar(ImGuiTabBar* tab_bar) - { - // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. - char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", - tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); - if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) - { - p += ImFormatString(p, buf_end - p, " { "); - for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) - p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); - p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); - } - if (ImGui::TreeNode(tab_bar, "%s", buf)) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A"); - ImGui::PopID(); - } - ImGui::TreePop(); - } - } - }; - - static bool show_window_dock_info = false; - ImGui::Checkbox("Ctrl shows window dock info", &show_window_dock_info); - - if (ImGui::TreeNode("Dock nodes")) - { - if (ImGui::SmallButton("Clear settings")) { DockContextClearNodes(&g, 0, true); } - ImGui::SameLine(); - if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode()) - Funcs::NodeDockNode(node, "Node"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) - { - for (int n = 0; n < g.TabBars.Data.Size; n++) - Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Settings")) - { - if (ImGui::SmallButton("Refresh")) - SaveIniSettingsToMemory(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to disk")) - SaveIniSettingsToDisk(g.IO.IniFilename); - ImGui::Separator(); - ImGui::Text("Docked Windows:"); - for (int n = 0; n < g.SettingsWindows.Size; n++) - if (g.SettingsWindows[n].DockId != 0) - ImGui::BulletText("Window '%s' -> DockId %08X", g.SettingsWindows[n].Name, g.SettingsWindows[n].DockId); - ImGui::Separator(); - ImGui::Text("Dock Nodes:"); - for (int n = 0; n < dc->SettingsNodes.Size; n++) - { - ImGuiDockNodeSettings* settings = &dc->SettingsNodes[n]; - const char* selected_tab_name = NULL; - if (settings->SelectedTabID) - { - if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabID)) - selected_tab_name = window->Name; - else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabID)) - selected_tab_name = window_settings->Name; - } - ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentID, settings->SelectedTabID, selected_tab_name ? selected_tab_name : settings->SelectedTabID ? "N/A" : ""); - } - ImGui::TreePop(); - } - - if (g.IO.KeyCtrl && show_window_dock_info) - { - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + for (int n = 0; n < g.DockContext->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)g.DockContext->Nodes.Data[n].val_p) { ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(root_node, g.IO.MousePos)) @@ -14555,17 +15134,26 @@ void ImGui::ShowDockingDebug() char* p = buf; ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); - overlay_draw_list->AddRect(node->Pos + ImVec2(3,3) * (float)depth, node->Pos + node->Size - ImVec2(3,3) * (float)depth, IM_COL32(200, 100, 100, 255)); - ImVec2 pos = node->Pos + ImVec2(3,3) * (float)depth; + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } } + + ImGui::End(); } +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. diff --git a/dep/imgui/src/imgui_demo.cpp b/dep/imgui/src/imgui_demo.cpp index 61811f2f0..6fc55cf63 100644 --- a/dep/imgui/src/imgui_demo.cpp +++ b/dep/imgui/src/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: @@ -17,9 +17,18 @@ // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // in the same place, to make the demo source code faster to read, faster to write, and smaller in size. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant -// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is -// likely going to be stored outside your functions. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be +// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data +// you would be editing is likely going to be stored outside your functions. + +// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, +// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -64,7 +73,7 @@ Index of this file: #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' @@ -81,13 +90,12 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. -#endif +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. @@ -99,8 +107,6 @@ Index of this file: #define IM_NEWLINE "\n" #endif -#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) - //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- @@ -157,8 +163,11 @@ void ImGui::ShowUserGuide() { ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); - ImGui::BulletText("Click and drag on any empty space to move window."); + ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents)."); + if (io.ConfigWindowsMoveFromTitleBarOnly) + ImGui::BulletText("Click and drag on title bar to move window."); + else + ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); if (io.FontAllowUserScaling) @@ -179,6 +188,12 @@ void ImGui::ShowUserGuide() //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- // We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) static void ShowDemoWindowWidgets(); @@ -222,7 +237,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Help" menu) + // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_style_editor = false; static bool show_app_about = false; @@ -263,7 +278,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. - if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); @@ -299,7 +314,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Help")) + if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); @@ -317,7 +332,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("PROGRAMMER GUIDE:"); ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("Please see the comments in imgui.cpp."); - ImGui::BulletText("Please see the examples/ in application."); + ImGui::BulletText("Please see the examples/ application."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); @@ -360,7 +375,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); - ImGui::Checkbox("io.ConfigDockingTabBarOnSingleWindows", &io.ConfigDockingTabBarOnSingleWindows); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); @@ -403,6 +418,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); @@ -585,8 +601,19 @@ static void ShowDemoWindowWidgets() static float f1=0.123f, f2=0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + static int current_element = Element_Fire; + const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown"; + ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { @@ -623,20 +650,32 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. + // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) { }; + if (ImGui::SmallButton("button")) {}; ImGui::TreePop(); } + } ImGui::TreePop(); } if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Text("Hello!"); if (align_label_with_current_x_position) @@ -644,12 +683,12 @@ static void ShowDemoWindowWidgets() static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. for (int i = 0; i < 6; i++) { // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; - if (selection_mask & (1 << i)) + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { @@ -659,7 +698,7 @@ static void ShowDemoWindowWidgets() node_clicked = i; if (node_open) { - ImGui::Text("Blah blah\nBlah Blah"); + ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } } @@ -667,7 +706,7 @@ static void ShowDemoWindowWidgets() { // Items 3..5 are Tree Leaves // The only reason we use TreeNode at all is to allow selection of the leaf. - // Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + // Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked()) @@ -682,7 +721,6 @@ static void ShowDemoWindowWidgets() else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection selection_mask = (1 << node_clicked); // Click to single-select } - ImGui::PopStyleVar(); if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::TreePop(); @@ -694,7 +732,7 @@ static void ShowDemoWindowWidgets() { static bool closable_group = true; ImGui::Checkbox("Show 2nd header", &closable_group); - if (ImGui::CollapsingHeader("Header")) + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) @@ -706,6 +744,10 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 5; i++) ImGui::Text("More content %d", i); } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ ImGui::TreePop(); } @@ -713,6 +755,11 @@ static void ShowDemoWindowWidgets() { ImGui::BulletText("Bullet point 1"); ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); @@ -787,7 +834,7 @@ static void ShowDemoWindowWidgets() // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. - // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) + // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). @@ -931,7 +978,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("In columns")) { ImGui::Columns(3, NULL, false); - static bool selected[16] = { 0 }; + static bool selected[16] = {}; for (int i = 0; i < 16; i++) { char label[32]; sprintf(label, "Item %d", i); @@ -1007,7 +1054,7 @@ static void ShowDemoWindowWidgets() ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } @@ -1063,7 +1110,7 @@ static void ShowDemoWindowWidgets() static ImVector my_str; if (my_str.empty()) my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } @@ -1071,6 +1118,8 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747) if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; @@ -1081,7 +1130,7 @@ static void ShowDemoWindowWidgets() // Create a dummy array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter. - static float values[90] = { 0 }; + static float values[90] = {}; static int values_offset = 0; static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) @@ -1094,7 +1143,18 @@ static void ShowDemoWindowWidgets() phase += 0.10f*values_offset; refresh_time += 1.0f/60.0f; } - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80)); + } ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); // Use functions to generate output @@ -1124,7 +1184,8 @@ static void ShowDemoWindowWidgets() if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); @@ -1150,7 +1211,7 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("With Drag and Drop", &drag_and_drop); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); @@ -1170,7 +1231,7 @@ static void ShowDemoWindowWidgets() // Generate a dummy default palette. The palette will persist and can be edited. static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = { }; + static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) @@ -1183,7 +1244,7 @@ static void ShowDemoWindowWidgets() static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) { @@ -1283,8 +1344,8 @@ static void ShowDemoWindowWidgets() ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); ImGui::TreePop(); @@ -1465,7 +1526,7 @@ static void ShowDemoWindowWidgets() ImGui::PushID("set2"); static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; const int rows = 3; - const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { if (nx > 0) ImGui::SameLine(); @@ -1500,22 +1561,21 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Drag and Drop")) { + if (ImGui::TreeNode("Drag and drop in standard widgets")) { // ColorEdit widgets automatically act as drag source and drag target. // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. - ImGui::BulletText("Drag and drop in standard widgets"); - ImGui::Indent(); - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + HelpMarker("You can drag from the colored squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::ColorEdit4("color 2", col2); - ImGui::Unindent(); + ImGui::TreePop(); } + if (ImGui::TreeNode("Drag and drop to copy/swap items")) { - ImGui::BulletText("Drag and drop to copy/swap items"); - ImGui::Indent(); enum Mode { Mode_Copy, @@ -1537,8 +1597,8 @@ static void ShowDemoWindowWidgets() // Our buttons are both drag sources and drag targets here! if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) { - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); @@ -1569,7 +1629,31 @@ static void ShowDemoWindowWidgets() } ImGui::PopID(); } - ImGui::Unindent(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); } ImGui::TreePop(); @@ -1577,32 +1661,32 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) { - // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. - // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). + // Submit an item (various types available) so we can query their status in the following block. static int item_type = 1; + ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0"); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); + bool ret = false; static bool b = false; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static char str[16] = {}; - ImGui::RadioButton("Text", &item_type, 0); - ImGui::RadioButton("Button", &item_type, 1); - ImGui::RadioButton("Checkbox", &item_type, 2); - ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("InputText", &item_type, 4); - ImGui::RadioButton("ColorEdit4", &item_type, 5); - ImGui::RadioButton("MenuItem", &item_type, 6); - ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7); - ImGui::RadioButton("ListBox", &item_type, 8); - ImGui::Separator(); - bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 6) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 8) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the value of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1645,7 +1729,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); - // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined. + // Testing IsWindowFocused() function with its various flags. + // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" @@ -1658,7 +1743,8 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. + // Testing IsWindowHovered() function with its various flags. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" @@ -1683,6 +1769,9 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); + static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; + ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window. // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). @@ -1764,7 +1853,7 @@ static void ShowDemoWindowLayout() { char buf[32]; sprintf(buf, "%03d", i); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::EndChild(); @@ -1780,7 +1869,7 @@ static void ShowDemoWindowLayout() // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window) // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. { - ImGui::SetCursorPosX(50); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) @@ -1810,9 +1899,9 @@ static void ShowDemoWindowLayout() ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); ImGui::DragFloat("float##2", &f); - ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::SetNextItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##3", &f); ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); @@ -1824,9 +1913,9 @@ static void ShowDemoWindowLayout() ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5a", &f); - ImGui::DragFloat("float##5b", &f); - ImGui::DragFloat("float##5c", &f); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); ImGui::PopItemWidth(); ImGui::TreePop(); @@ -1993,7 +2082,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Groups")) { - HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); ImGui::BeginGroup(); { ImGui::BeginGroup(); @@ -2037,103 +2126,212 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Text Baseline Alignment")) { - HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + ImGui::Indent(); - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("One\nTwo\nThree"); + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); - ImGui::Button("HOP##1"); ImGui::SameLine(); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); - ImGui::Button("HOP##2"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); - ImGui::Button("TEST##1"); ImGui::SameLine(); - ImGui::Text("TEST"); ImGui::SameLine(); - ImGui::SmallButton("TEST##2"); + ImGui::Unindent(); + } - ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. - ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); - ImGui::Button("Widget##1"); ImGui::SameLine(); - ImGui::Text("Widget"); ImGui::SameLine(); - ImGui::SmallButton("Widget##2"); ImGui::SameLine(); - ImGui::Button("Widget##3"); + ImGui::Spacing(); - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); - ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). - bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); - if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet text"); + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). + bool node_open = ImGui::TreeNode("Node##2");// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } ImGui::TreePop(); } if (ImGui::TreeNode("Scrolling")) { - HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); - static bool track = true; - static int track_line = 50, scroll_to_px = 200; - ImGui::Checkbox("Track", &track); + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::SameLine(); + HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); + + ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); - ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); - bool scroll_to = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); - ImGui::PopItemWidth(); - if (scroll_to) track = false; + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); - ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); - if (scroll_to) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); - for (int line = 0; line < 100; line++) + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) { - if (track && line == track_line) + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) { - ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line); + ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item); ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom } else { - ImGui::Text("Line %d", line); + ImGui::Text("Item %d", item); } } - float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); ImGui::EndChild(); - ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); ImGui::EndGroup(); } - ImGui::TreePop(); - } + ImGui::PopID(); - if (ImGui::TreeNode("Horizontal Scrolling")) - { + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); @@ -2176,6 +2374,97 @@ static void ShowDemoWindowLayout() ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); ImGui::EndChild(); } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0,0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + ImGui::TreePop(); } @@ -2203,7 +2492,7 @@ static void ShowDemoWindowPopups() // The properties of popups windows are: // - They block normal mouse hovering detection outside them. (*) // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. @@ -2267,6 +2556,13 @@ static void ShowDemoWindowPopups() if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } ImGui::EndMenu(); } ImGui::EndPopup(); @@ -2425,6 +2721,13 @@ static void ShowDemoWindowColumns() ImGui::PushID("Columns"); + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + // Basic columns if (ImGui::TreeNode("Basic")) { @@ -2436,7 +2739,7 @@ static void ShowDemoWindowColumns() char label[32]; sprintf(label, "Item %d", n); if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-1,0))) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); @@ -2470,6 +2773,40 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + // Create multiple items in a same cell before switching to next column if (ImGui::TreeNode("Mixed items")) { @@ -2516,29 +2853,6 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - if (ImGui::TreeNode("Borders")) - { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - ImGui::Checkbox("horizontal", &h_borders); - ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4*3; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset()); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); - } - // Scrolling columns /* if (ImGui::TreeNode("Vertical Scrolling")) @@ -2586,18 +2900,44 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - bool node_open = ImGui::TreeNode("Tree within single cell"); - ImGui::SameLine(); HelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); - if (node_open) + if (ImGui::TreeNode("Tree")) { - ImGui::Columns(2, "tree items"); - ImGui::Separator(); - if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn(); - if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn(); + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } ImGui::Columns(1); - ImGui::Separator(); ImGui::TreePop(); } + + if (disable_indent) + ImGui::PopStyleVar(); ImGui::PopID(); } @@ -2605,6 +2945,8 @@ static void ShowDemoWindowMisc() { if (ImGui::CollapsingHeader("Filtering")) { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" @@ -2622,12 +2964,14 @@ static void ShowDemoWindowMisc() { ImGuiIO& io = ImGui::GetIO(); + // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + // Display Keyboard/Mouse state if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { if (ImGui::IsMousePosValid()) @@ -2760,7 +3104,7 @@ static void ShowDemoWindowMisc() //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() -// Access from ImGui Demo -> Help -> About +// Access from Dear ImGui Demo -> Tools -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) @@ -2772,7 +3116,7 @@ void ImGui::ShowAboutWindow(bool* p_open) } ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); - ImGui::Text("By Omar Cornut and all dear imgui contributors."); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); static bool show_config_info = false; @@ -2785,7 +3129,10 @@ void ImGui::ShowAboutWindow(bool* p_open) bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove); if (copy_to_clipboard) + { ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub + } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); @@ -2869,18 +3216,20 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); - if (io.ConfigDockingTabBarOnSingleWindows) ImGui::Text("io.ConfigDockingTabBarOnSingleWindows"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); @@ -2896,7 +3245,10 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); ImGui::LogFinish(); + } ImGui::EndChildFrame(); } ImGui::End(); @@ -2905,6 +3257,10 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. @@ -2986,7 +3342,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere."); ImGui::Separator(); @@ -3019,6 +3375,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); @@ -3030,7 +3390,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { static int output_dest = 0; static bool output_only_modified = true; - if (ImGui::Button("Export Unsaved")) + if (ImGui::Button("Export")) { if (output_dest == 0) ImGui::LogToClipboard(); @@ -3105,7 +3465,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) @@ -3162,8 +3523,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::TreePop(); } + HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure."); static float window_scale = 1.0f; - if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything ImGui::PopItemWidth(); @@ -3193,6 +3555,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): @@ -3314,7 +3679,7 @@ struct ExampleAppConsole Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. AutoScroll = true; - ScrollToBottom = true; + ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() @@ -3335,7 +3700,6 @@ struct ExampleAppConsole for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); - ScrollToBottom = true; } void AddLog(const char* fmt, ...) IM_FMTARGS(2) @@ -3348,8 +3712,6 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open) @@ -3378,8 +3740,7 @@ struct ExampleAppConsole if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); - if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); @@ -3387,9 +3748,7 @@ struct ExampleAppConsole // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3438,9 +3797,11 @@ struct ExampleAppConsole } if (copy_to_clipboard) ImGui::LogFinish(); - if (ScrollToBottom) + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; + ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); @@ -3632,13 +3993,11 @@ struct ExampleAppLog ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines - bool AutoScroll; - bool ScrollToBottom; + bool AutoScroll; // Keep scrolling if already at the bottom ExampleAppLog() { AutoScroll = true; - ScrollToBottom = false; Clear(); } @@ -3659,8 +4018,6 @@ struct ExampleAppLog for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open = NULL) @@ -3674,9 +4031,7 @@ struct ExampleAppLog // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3741,9 +4096,9 @@ struct ExampleAppLog } ImGui::PopStyleVar(); - if (ScrollToBottom) + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; + ImGui::EndChild(); ImGui::End(); } @@ -3928,7 +4283,7 @@ static void ShowExampleAppLongText(bool* p_open) static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); @@ -3998,7 +4353,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints // Helper functions to demonstrate programmatic constraints { - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; @@ -4122,7 +4477,6 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); @@ -4141,42 +4495,48 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabItem("Primitives")) { static float sz = 36.0f; - static float thickness = 4.0f; - static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + static float thickness = 3.0f; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::ColorEdit4("Color", &col.x); + ImGui::ColorEdit4("Color", &colf.x); const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; + const ImU32 col = ImColor(colf); + float x = p.x + 4.0f, y = p.y + 4.0f; + float spacing = 10.0f; + ImDrawCornerFlags corners_none = 0; + ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; for (int n = 0; n < 2; n++) { - // First line uses a thickness of 1.0, second line uses the configurable thickness + // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing; - draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line - draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th); + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle + draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); x = p.x + 4; y += sz + spacing; } - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing; - draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32); x += sz + spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine) + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3)); + ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); ImGui::EndTabItem(); } @@ -4236,14 +4596,16 @@ static void ShowExampleAppCustomRendering(bool* p_open) static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); ImVec2 window_pos = ImGui::GetWindowPos(); ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4); if (draw_fg) - ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10); ImGui::EndTabItem(); } @@ -4258,7 +4620,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note that you already dock windows into each others _without_ a DockSpace() by just holding SHIFT when moving a window. +// Note that you already dock windows into each others _without_ a DockSpace() by just moving windows +// from their title bar (or by holding SHIFT if io.ConfigDockingWithShift is set). // DockSpace() is only useful to construct to a central location for your application. void ShowExampleAppDockSpace(bool* p_open) { @@ -4285,6 +4648,11 @@ void ShowExampleAppDockSpace(bool* p_open) if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace Demo", p_open, window_flags); ImGui::PopStyleVar(); @@ -4308,7 +4676,7 @@ void ShowExampleAppDockSpace(bool* p_open) { if (ImGui::BeginMenu("Docking")) { - // Disabling fullscreen would allow the window to be moved to the front of other windows, + // Disabling fullscreen would allow the window to be moved to the front of other windows, // which we can't undo at the moment without finer window depth/z control. //ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen_persistant); @@ -4558,7 +4926,7 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) { NotifyOfDocumentsClosedElsewhere(app); - + // Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id); diff --git a/dep/imgui/src/imgui_draw.cpp b/dep/imgui/src/imgui_draw.cpp index 1ac522040..ec27dacdf 100644 --- a/dep/imgui/src/imgui_draw.cpp +++ b/dep/imgui/src/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (drawing and font code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig @@ -33,7 +34,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca @@ -47,12 +48,13 @@ Index of this file: // 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 #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. @@ -70,13 +72,12 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 //------------------------------------------------------------------------- @@ -100,7 +101,7 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" @@ -108,7 +109,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers @@ -151,15 +152,15 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic pop #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop #endif -#ifdef _MSC_VER +#if defined(_MSC_VER) #pragma warning (pop) #endif @@ -261,7 +262,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); @@ -319,7 +320,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); @@ -354,6 +355,7 @@ ImDrawListSharedData::ImDrawListSharedData() FontSize = 0.0f; CurveTessellationTol = 0.0f; ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; // Const data for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) @@ -368,16 +370,15 @@ void ImDrawList::Clear() CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; + _VtxCurrentOffset = 0; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - // NB: Do not clear channels so our allocations are re-used after the first frame. + _Splitter.Clear(); } void ImDrawList::ClearFreeMemory() @@ -391,20 +392,12 @@ void ImDrawList::ClearFreeMemory() _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - for (int i = 0; i < _Channels.Size; i++) - { - if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); - } - _Channels.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -421,6 +414,8 @@ void ImDrawList::AddDrawCmd() ImDrawCmd draw_cmd; draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); @@ -527,88 +522,17 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -void ImDrawList::ChannelsSplit(int channels_count) -{ - IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - _Channels.resize(channels_count); - _ChannelsCount = channels_count; - - // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer - // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) - { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); - } - if (_Channels[i].CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _ClipRectStack.back(); - draw_cmd.TextureId = _TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); - } - } -} - -void ImDrawList::ChannelsMerge() -{ - // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. - if (_ChannelsCount <= 1) - return; - - ChannelsSetCurrent(0); - if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) - CmdBuffer.pop_back(); - - int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; - } - CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); - IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); - - ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } - } - UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - _ChannelsCount = 1; -} - -void ImDrawList::ChannelsSetCurrent(int idx) -{ - IM_ASSERT(idx < _ChannelsCount); - if (_ChannelsCurrent == idx) return; - memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times - memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); - _ChannelsCurrent = idx; - memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); - memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; -} - // NB: this can be called with negative count for removing primitives (as long as the result does not underflow) void ImDrawList::PrimReserve(int idx_count, int vtx_count) { + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); + } + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; draw_cmd.ElemCount += idx_count; @@ -668,8 +592,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. // Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } -#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } } +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. @@ -731,7 +655,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f) + IM_FIXNORMAL2F(dm_x, dm_y) dm_x *= AA_SIZE; dm_y *= AA_SIZE; @@ -786,7 +710,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); float dm_in_x = dm_x * half_inner_thickness; @@ -906,7 +830,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun const ImVec2& n1 = temp_normals[i1]; float dm_x = (n0.x + n1.x) * 0.5f; float dm_y = (n0.y + n1.y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE * 0.5f; dm_y *= AA_SIZE * 0.5f; @@ -942,26 +866,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } @@ -971,7 +895,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } @@ -1025,7 +949,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); @@ -1050,44 +974,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; @@ -1096,77 +1022,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1214,7 +1140,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1224,13 +1150,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1240,20 +1166,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1262,15 +1188,143 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); } + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + draw_list->UpdateTextureID(); + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- @@ -1379,6 +1433,7 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; } @@ -1388,7 +1443,7 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; @@ -1571,6 +1626,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; @@ -1605,6 +1663,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -1675,7 +1734,7 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) IM_ASSERT(id >= 0x10000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1688,7 +1747,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1699,7 +1758,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -1715,7 +1774,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou return false; IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; @@ -1785,7 +1844,7 @@ static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVectorpush_back((int)((it - it_begin) << 5) + bit_n); } @@ -2016,7 +2075,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + ImFloor(dst_font->Ascent + 0.5f); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { @@ -2027,7 +2086,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); float char_off_x = font_off_x; if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; // Register glyph stbtt_aligned_quad q; @@ -2074,7 +2133,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); - ImVector& user_rects = atlas->CustomRects; + 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. ImVector pack_rects; @@ -2100,7 +2159,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { IM_ASSERT(atlas->CustomRectIds[0] >= 0); IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); IM_ASSERT(r.IsPacked()); @@ -2135,7 +2194,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlas::CustomRect& r = atlas->CustomRects[i]; + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; if (r.Font == NULL || r.ID > 0x10000) continue; @@ -2149,6 +2208,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists + { + font->EllipsisChar = ellipsis_variants[j]; + break; + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2397,11 +2473,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - for (int n = 0; n < 0x10000; n++) + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < 0x10000 && GetBit(n + 1)) + while (n < max_codepoint - 1 && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2417,6 +2494,7 @@ ImFont::ImFont() FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; + EllipsisChar = (ImWchar)-1; DisplayOffset = ImVec2(0.0f, 0.0f); FallbackGlyph = NULL; ContainerAtlas = NULL; @@ -2519,7 +2597,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX if (ConfigData->PixelSnapH) - glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + glyph.AdvanceX = IM_FLOOR(glyph.AdvanceX + 0.5f); // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) DirtyLookupTables = true; @@ -2646,7 +2724,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width >= wrap_width) + if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) @@ -2761,8 +2839,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (const ImFontGlyph* glyph = FindGlyph(c)) { float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.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); } @@ -2771,11 +2849,11 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) @@ -2954,7 +3032,7 @@ 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 = (unsigned int)draw_list->VtxBuffer.Size; + draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- @@ -2966,42 +3044,26 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderArrowPointingAt() // - RenderRectFilledRangeH() // - RenderRectFilledWithHole() -// - RenderPixelEllipsis() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +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); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - - ImGuiContext& g = *GImGui; - ImFontAtlas* font_atlas = g.IO.Fonts; + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImVec2 offset, size, uv[4]; if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) { pos -= offset; const ImTextureID tex_id = font_atlas->TexID; - - // We need to account for the possibility of the mouse cursor straddling multiple viewports... - for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_n]; - if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) - continue; - - ImDrawList* draw_list = GetForegroundDrawList(viewport); - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0)*scale, pos + ImVec2(1, 0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0)*scale, pos + ImVec2(2, 0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); } } @@ -3113,18 +3175,6 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); } -// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, -// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match -// the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) -{ - ImFont* font = draw_list->_Data->Font; - const float font_scale = draw_list->_Data->FontSize / font->FontSize; - pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); - for (int dot_n = 0; dot_n < count; dot_n++) - draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); -} - //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- diff --git a/dep/imgui/src/imgui_impl_opengl3.cpp b/dep/imgui/src/imgui_impl_opengl3.cpp index affa1e13e..48bec09d2 100644 --- a/dep/imgui/src/imgui_impl_opengl3.cpp +++ b/dep/imgui/src/imgui_impl_opengl3.cpp @@ -1,11 +1,12 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -13,7 +14,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). @@ -76,17 +81,30 @@ // Auto-detect GL version #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif +// GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else #include // Use GL ES 3 +#endif #else // About Desktop OpenGL function loaders: // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. @@ -103,6 +121,13 @@ #endif #endif +// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 +#else +#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 +#endif + // OpenGL Data static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; @@ -120,8 +145,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // 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 defined(IMGUI_IMPL_OPENGL_ES2) @@ -138,6 +166,23 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM + gl_loader = "Custom"; +#endif + // Make a dummy GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. @@ -158,10 +203,60 @@ void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_NewFrame() { - if (!g_FontTexture) + if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // 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); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + // OpenGL3 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. @@ -207,55 +302,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) clip_origin_lower_left = false; #endif - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glEnable(GL_SCISSOR_TEST); -#ifdef GL_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif - - // 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). DisplayMin is (0,0) for single viewport apps. - 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; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - const float ortho_projection[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, - }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); -#ifdef GL_SAMPLER_BINDING - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. -#endif - + // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. -#ifndef IMGUI_IMPL_OPENGL_ES2 GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 glGenVertexArrays(1, &vertex_array_object); - glBindVertexArray(vertex_array_object); #endif - - // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports @@ -265,7 +319,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - size_t idx_buffer_offset = 0; // Upload vertex/index buffers glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); @@ -274,10 +327,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_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) + if (pcmd->UserCallback != NULL) { - // User callback (registered via ImDrawList::AddCallback) - pcmd->UserCallback(cmd_list, pcmd); + // 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.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); } else { @@ -298,10 +355,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset); +#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX + 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 + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); +#endif } } - idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } } @@ -382,7 +442,7 @@ static bool CheckShader(GLuint handle, const char* desc) glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); @@ -400,7 +460,7 @@ static bool CheckProgram(GLuint handle, const char* desc) glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); @@ -592,20 +652,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } diff --git a/dep/imgui/src/imgui_impl_sdl.cpp b/dep/imgui/src/imgui_impl_sdl.cpp index 398b73f2f..bcd9ecf38 100644 --- a/dep/imgui/src/imgui_impl_sdl.cpp +++ b/dep/imgui/src/imgui_impl_sdl.cpp @@ -7,10 +7,10 @@ // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support. // [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. -// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set). // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. @@ -19,7 +19,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. @@ -52,7 +54,7 @@ #include "TargetConditionals.h" #endif -#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) @@ -67,7 +69,7 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; static SDL_Window* g_Window = NULL; static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; -static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static char* g_ClipboardTextData = NULL; static float g_ControllerNavInputs[ImGuiNavInput_COUNT] = {}; @@ -131,12 +133,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) return true; } - case SDL_CONTROLLERAXISMOTION: + case SDL_CONTROLLERAXISMOTION: + { + const SDL_GameControllerAxis axis = static_cast(event->caxis.axis); + switch (axis) { - const SDL_GameControllerAxis axis = static_cast(event->caxis.axis); - switch (axis) - { - case SDL_CONTROLLER_AXIS_LEFTX: + case SDL_CONTROLLER_AXIS_LEFTX: { if (event->caxis.value < 0) { @@ -148,57 +150,56 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) g_ControllerNavInputs[ImGuiNavInput_LStickLeft] = 0.0f; g_ControllerNavInputs[ImGuiNavInput_LStickRight] = event->caxis.value > 4000 ? static_cast(event->caxis.value) / 32767.0f : 0.0f; } - + return true; } + + case SDL_CONTROLLER_AXIS_LEFTY: + { + if (event->caxis.value < 0) + { + g_ControllerNavInputs[ImGuiNavInput_LStickUp] = event->caxis.value < -4000 ? (static_cast(event->caxis.value) / -32768.0f) : 0.0f; + g_ControllerNavInputs[ImGuiNavInput_LStickDown] = 0.0f; + } + else + { + g_ControllerNavInputs[ImGuiNavInput_LStickUp] = 0.0f; + g_ControllerNavInputs[ImGuiNavInput_LStickDown] = event->caxis.value > 4000 ? static_cast(event->caxis.value) / 32767.0f : 0.0f; + } + + return true; + } + + default: break; - - case SDL_CONTROLLER_AXIS_LEFTY: - { - if (event->caxis.value < 0) - { - g_ControllerNavInputs[ImGuiNavInput_LStickUp] = event->caxis.value < -4000 ? (static_cast(event->caxis.value) / -32768.0f) : 0.0f; - g_ControllerNavInputs[ImGuiNavInput_LStickDown] = 0.0f; - } - else - { - g_ControllerNavInputs[ImGuiNavInput_LStickUp] = 0.0f; - g_ControllerNavInputs[ImGuiNavInput_LStickDown] = event->caxis.value > 4000 ? static_cast(event->caxis.value) / 32767.0f : 0.0f; - } - - return true; - } - - default: - break; - } } - break; + } + break; - case SDL_CONTROLLERBUTTONDOWN: - case SDL_CONTROLLERBUTTONUP: + case SDL_CONTROLLERBUTTONDOWN: + case SDL_CONTROLLERBUTTONUP: + { + static constexpr unsigned int mapping[][2] = { {SDL_CONTROLLER_BUTTON_A, ImGuiNavInput_Activate}, + {SDL_CONTROLLER_BUTTON_B, ImGuiNavInput_Cancel}, + {SDL_CONTROLLER_BUTTON_Y, ImGuiNavInput_Input}, + // {SDL_CONTROLLER_BUTTON_X, ImGuiNavInput_Menu}, + {SDL_CONTROLLER_BUTTON_LEFTSHOULDER, ImGuiNavInput_FocusPrev}, + {SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, ImGuiNavInput_FocusNext}, + {SDL_CONTROLLER_BUTTON_DPAD_UP, ImGuiNavInput_DpadUp}, + {SDL_CONTROLLER_BUTTON_DPAD_DOWN, ImGuiNavInput_DpadDown}, + {SDL_CONTROLLER_BUTTON_DPAD_LEFT, ImGuiNavInput_DpadLeft}, + {SDL_CONTROLLER_BUTTON_DPAD_RIGHT, ImGuiNavInput_DpadRight} }; + for (int i = 0; i < IM_ARRAYSIZE(mapping); i++) { - static constexpr unsigned int mapping[][2] = {{SDL_CONTROLLER_BUTTON_A, ImGuiNavInput_Activate}, - {SDL_CONTROLLER_BUTTON_B, ImGuiNavInput_Cancel}, - {SDL_CONTROLLER_BUTTON_Y, ImGuiNavInput_Input}, - // {SDL_CONTROLLER_BUTTON_X, ImGuiNavInput_Menu}, - {SDL_CONTROLLER_BUTTON_LEFTSHOULDER, ImGuiNavInput_FocusPrev}, - {SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, ImGuiNavInput_FocusNext}, - {SDL_CONTROLLER_BUTTON_DPAD_UP, ImGuiNavInput_DpadUp}, - {SDL_CONTROLLER_BUTTON_DPAD_DOWN, ImGuiNavInput_DpadDown}, - {SDL_CONTROLLER_BUTTON_DPAD_LEFT, ImGuiNavInput_DpadLeft}, - {SDL_CONTROLLER_BUTTON_DPAD_RIGHT, ImGuiNavInput_DpadRight}}; - for (int i = 0; i < IM_ARRAYSIZE(mapping); i++) + if (event->cbutton.button == mapping[i][0]) { - if (event->cbutton.button == mapping[i][0]) - { - g_ControllerNavInputs[mapping[i][1]] = (event->type == SDL_CONTROLLERBUTTONDOWN) ? 1.0f : 0.0f; - return true; - } + g_ControllerNavInputs[mapping[i][1]] = (event->type == SDL_CONTROLLERBUTTONDOWN) ? 1.0f : 0.0f; + return true; } } - break; - + } + break; + // Multi-viewport support case SDL_WINDOWEVENT: Uint8 window_event = event->window.event; @@ -246,6 +247,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; @@ -269,6 +271,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)window; +#if defined(_WIN32) + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + main_viewport->PlatformHandleRaw = info.info.win.window; +#endif // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. @@ -278,11 +286,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) return true; } -bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) -{ - return ImGui_ImplSDL2_Init(window, NULL); -} - bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { (void)sdl_gl_context; // Viewport branch will need this. @@ -297,6 +300,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) return ImGui_ImplSDL2_Init(window, NULL); } +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, NULL); +} + void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_ShutdownPlatformInterface(); @@ -313,7 +324,7 @@ void ImGui_ImplSDL2_Shutdown() memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } -// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { ImGuiIO& io = ImGui::GetIO(); @@ -335,7 +346,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); } - + // [2] // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior) int mouse_x_local, mouse_y_local; @@ -400,6 +411,47 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() } } +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Get gamepad + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + #undef MAP_BUTTON + #undef MAP_ANALOG +} + void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); @@ -420,11 +472,11 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; - for (int i = 0; i < ImGuiNavInput_COUNT; i++) - io.NavInputs[i] += g_ControllerNavInputs[i]; - ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); } //-------------------------------------------------------------------------------------------------------- @@ -472,7 +524,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; #endif data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); - data->WindowOwned = true; + data->WindowOwned = true; if (use_opengl) { data->GLContext = SDL_GL_CreateContext(data->Window); @@ -480,7 +532,14 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) } if (use_opengl && backup_context) SDL_GL_MakeCurrent(data->Window, backup_context); + viewport->PlatformHandle = (void*)data->Window; +#if defined(_WIN32) + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(data->Window, &info)) + viewport->PlatformHandleRaw = info.info.win.window; +#endif } static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) @@ -502,28 +561,23 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) { ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; #if defined(_WIN32) - SDL_SysWMinfo info; - SDL_VERSION(&info.version); - if (SDL_GetWindowWMInfo(data->Window, &info)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { - HWND hwnd = info.info.win.window; + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } - // SDL hack: Hide icon from task bar - // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. - if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) - { - LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); - ex_style &= ~WS_EX_APPWINDOW; - ex_style |= WS_EX_TOOLWINDOW; - ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); - } - - // SDL hack: SDL always activate/focus windows :/ - if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) - { - ::ShowWindow(hwnd, SW_SHOWNA); - return; - } + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; } #endif @@ -616,7 +670,7 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData; (void)vk_allocator; SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); - return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY } #endif // SDL_HAS_VULKAN diff --git a/dep/imgui/src/imgui_internal.h b/dep/imgui/src/imgui_internal.h index 39bcc0577..71d644696 100644 --- a/dep/imgui/src/imgui_internal.h +++ b/dep/imgui/src/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 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! @@ -36,15 +36,17 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #endif -#ifdef __clang__ +// Clang/GCC warnings with -Weverything +#if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#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" #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" @@ -52,6 +54,10 @@ Index of this file: #if __has_warning("-Wdouble-promotion") #pragma clang diagnostic ignored "-Wdouble-promotion" #endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- @@ -64,7 +70,8 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColumnData; // Storage data for a single column struct ImGuiColumns; // Storage data for a columns set -struct ImGuiContext; // Main imgui context +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDockContext; // Docking system context struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) @@ -73,8 +80,9 @@ struct ImGuiInputTextState; // Internal state of the currently focused/e struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result -struct ImGuiNextWindowData; // Storage for SetNexWindow** functions -struct ImGuiPopupRef; // Storage for current popup stack +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar @@ -84,18 +92,21 @@ struct ImGuiWindowTempData; // Temporary storage for one window (that's struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. -typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field -typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() -typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests -typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() -typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() //------------------------------------------------------------------------- // STB libraries includes @@ -120,7 +131,7 @@ namespace ImStb //----------------------------------------------------------------------------- #ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. @@ -137,11 +148,19 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) - -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif +#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log +//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log // 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 @@ -347,33 +366,44 @@ enum ImGuiColumnsFlags_ ImGuiColumnsFlags_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. }; +// Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, - ImGuiSelectableFlags_PressedOnClick = 1 << 11, - ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, - ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1 + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + ImGuiItemFlags_None = 0, ImGuiItemFlags_NoTabStop = 1 << 0, // false ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 ImGuiItemFlags_NoNav = 1 << 3, // false ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) ImGuiItemFlags_Default_ = 0 }; @@ -384,10 +414,12 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui-test only] + , // [imgui_tests only] ImGuiItemStatusFlags_Openable = 1 << 10, // ImGuiItemStatusFlags_Opened = 1 << 11, // ImGuiItemStatusFlags_Checkable = 1 << 12, // @@ -478,7 +510,8 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -513,8 +546,9 @@ struct ImVec1 struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _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; } }; // 2D axis aligned bounding-box @@ -549,10 +583,18 @@ 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 = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -577,11 +619,11 @@ struct ImGuiGroupData ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; - ImVec2 BackupCurrentLineSize; - float BackupCurrentLineTextBaseOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; - bool AdvanceCursor; + bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. @@ -612,22 +654,23 @@ struct IMGUI_API ImGuiInputTextState float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Windows data saved in imgui.ini file @@ -635,16 +678,16 @@ struct ImGuiWindowSettings { char* Name; ImGuiID ID; - ImVec2 Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. - ImVec2 Size; - ImVec2 ViewportPos; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; ImGuiID ViewportId; - ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. ImGuiID ClassId; // ID of window class if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; } + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; } }; struct ImGuiSettingsHandler @@ -660,15 +703,17 @@ struct ImGuiSettingsHandler }; // Storage for current popup stack -struct ImGuiPopupRef +struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* ParentWindow; // Set on 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() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; struct ImGuiColumnData @@ -689,10 +734,12 @@ struct ImGuiColumns bool IsBeingResized; int Current; int Count; - float MinX, MaxX; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; - float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() - float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImGuiColumns() { Clear(); } @@ -704,10 +751,10 @@ struct ImGuiColumns IsBeingResized = false; Current = 0; Count = 1; - MinX = MaxX = 0.0f; + OffMinX = OffMaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - BackupCursorPosY = 0.0f; - BackupCursorMaxPosX = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; Columns.clear(); } }; @@ -720,6 +767,7 @@ struct IMGUI_API ImDrawListSharedData float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; 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) // Const data // FIXME: Bake rounded corners fill/borders in atlas @@ -737,11 +785,6 @@ struct ImDrawDataBuilder IMGUI_API void FlattenIntoSingleLayer(); }; -enum ImGuiViewportFlagsPrivate_ -{ - ImGuiViewportFlags_CanHostOtherWindows = 1 << 10 // Normal viewports are associated to a single window. The main viewport can host multiple windows. -}; - // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) // Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport @@ -785,83 +828,100 @@ struct ImGuiNavMoveResult void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasViewport = 1 << 7, + ImGuiNextWindowDataFlags_HasDock = 1 << 8, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 9 +}; + // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond ContentSizeCond; - ImGuiCond CollapsedCond; - ImGuiCond SizeConstraintCond; - ImGuiCond FocusCond; - ImGuiCond BgAlphaCond; - ImGuiCond ViewportCond; - ImGuiCond DockCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool PosUndock; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImGuiID ViewportId; - ImGuiID DockId; - ImGuiWindowClass WindowClass; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. - ImGuiNextWindowData() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; - PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); - ContentSizeVal = ImVec2(0.0f, 0.0f); - PosUndock = CollapsedVal = false; - SizeConstraintRect = ImRect(); - SizeCallback = NULL; - SizeCallbackUserData = NULL; - BgAlphaVal = FLT_MAX; - ViewportId = DockId = 0; - MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - } + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; - void Clear() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; - WindowClass = ImGuiWindowClass(); - } +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } }; //----------------------------------------------------------------------------- // Docking, Tabs //----------------------------------------------------------------------------- -struct ImGuiTabBarSortItem +struct ImGuiShrinkWidthItem { int Index; float Width; }; -struct ImGuiTabBarRef +struct ImGuiPtrOrIndex { - ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. - int IndexInMainPool; + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. - ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } - ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +// Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { // [Internal] - ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. - ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local - ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local // Tab bar is completely unavailable. No triangle in the corner to enable it back. - ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // + ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, - ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar, - ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; // Store the source authority (dock node vs window) of a field @@ -872,6 +932,14 @@ enum ImGuiDataAuthority_ ImGuiDataAuthority_Window }; +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible +}; + // sizeof() 116~160 struct ImGuiDockNode { @@ -888,6 +956,7 @@ struct ImGuiDockNode int SplitAxis; // [Split node only] Split axis (X or Y) ImGuiWindowClass WindowClass; + ImGuiDockNodeState State; ImGuiWindow* HostWindow; ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. @@ -896,25 +965,28 @@ struct ImGuiDockNode int LastFrameActive; // Last frame number the node was updated. int LastFrameFocused; // Last frame number the node was focused. ImGuiID LastFocusedNodeID; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. - ImGuiID SelectedTabID; // [Tab node only] Which of our tab is selected. - ImGuiID WantCloseTabID; // [Tab node only] Set when closing a specific tab. + ImGuiID SelectedTabID; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabID; // [Leaf node only] Set when closing a specific tab/window. ImGuiDataAuthority AuthorityForPos :3; ImGuiDataAuthority AuthorityForSize :3; ImGuiDataAuthority AuthorityForViewport :3; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsFocused :1; bool HasCloseButton :1; - bool HasCollapseButton :1; + bool HasWindowMenuButton :1; + bool EnableCloseButton :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window bool WantHiddenTabBarUpdate :1; bool WantHiddenTabBarToggle :1; + bool MarkedForPosSizeWrite :1; // Update by DockNodeTreeUpdatePosSize() write-filtering ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; } bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar @@ -933,22 +1005,24 @@ struct ImGuiContext { bool Initialized; bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() - bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() + bool FrameScopePushedFallbackWindow; // Set by NewFrame(), cleared by EndFrame() bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; - ImGuiConfigFlags ConfigFlagsForFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; - double Time; int FrameCount; int FrameCountEnded; int FrameCountPlatformEnded; int FrameCountRendered; + + // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector WindowsSortBuffer; @@ -959,42 +1033,52 @@ struct ImGuiContext ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) 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 actually window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + + // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdHasBeenPressed; // 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 ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; + 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; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - ImVec2 LastValidMousePos; - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) // Viewports - ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. @@ -1015,7 +1099,7 @@ struct ImGuiContext ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f ImGuiWindow* NavWindowingList; float NavWindowingTimer; @@ -1037,7 +1121,7 @@ struct ImGuiContext ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) @@ -1073,21 +1157,24 @@ struct ImGuiContext unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads // Tab bars - ImPool TabBars; ImGuiTabBar* CurrentTabBar; - ImVector CurrentTabBarStack; - ImVector TabSortByWidthBuffer; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; // Widget state + ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; + float ColorEditLastColor[3]; ImVec4 ColorPickerRef; bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined @@ -1122,6 +1209,10 @@ struct ImGuiContext int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + // Debug Tools + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; @@ -1134,46 +1225,51 @@ struct ImGuiContext ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; - ConfigFlagsForFrame = ImGuiConfigFlags_None; + FrameScopeActive = FrameScopePushedFallbackWindow = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; - ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; - ActiveIdHasBeenPressed = false; - ActiveIdHasBeenEdited = false; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); - ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; LastActiveIdTimer = 0.0f; - LastValidMousePos = ImVec2(0.0f, 0.0f); - MovingWindow = NULL; - NextTreeNodeOpenVal = false; - NextTreeNodeOpenCond = 0; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; @@ -1226,12 +1322,15 @@ struct ImGuiContext CurrentTabBar = NULL; - ScalarAsInputTextId = 0; + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; MultiSelectScopeId = 0; @@ -1252,6 +1351,9 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; @@ -1268,20 +1370,20 @@ struct ImGuiContext // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame - ImVec2 CurrentLineSize; - float CurrentLineTextBaseOffset; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CurrLineSize; ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; - ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + int TreeDepth; // Current tree depth. + ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) @@ -1291,7 +1393,7 @@ struct IMGUI_API ImGuiWindowTempData bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVector ChildWindows; - ImGuiStorage* StateStorage; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) @@ -1300,7 +1402,6 @@ struct IMGUI_API ImGuiWindowTempData // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float NextItemWidth; float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVectorItemFlagsStack; ImVector ItemWidthStack; @@ -1316,10 +1417,10 @@ struct IMGUI_API ImGuiWindowTempData ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; - TreeDepthMayJumpToParentOnPop = 0x00; + TreeMayJumpToParentOnPopMask = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); @@ -1336,7 +1437,6 @@ struct IMGUI_API ImGuiWindowTempData ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; - NextItemWidth = +FLT_MAX; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); @@ -1361,20 +1461,20 @@ struct IMGUI_API ImGuiWindow ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). + float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; + ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; @@ -1384,15 +1484,16 @@ struct IMGUI_API ImGuiWindow bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool IsFallbackWindow; bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFramesCanSkipItems; // Hide the window for N frames int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size @@ -1403,20 +1504,27 @@ struct IMGUI_API ImGuiWindow ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack - ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect, InnerClipRect; + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. ImVec2ih HitTestHoleSize, HitTestHoleOffset; - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + int LastFrameActive; // Last frame number the window was Active. int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontDpiScale; int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) @@ -1432,6 +1540,10 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + bool MemoryCompacted; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + // Docking ImGuiDockNode* DockNode; // Which node are we docked into ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) @@ -1449,17 +1561,19 @@ 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. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale * FontDpiScale; } - float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. @@ -1479,6 +1593,7 @@ struct ImGuiItemHoveredDataBackup // Tab bar, tab item //----------------------------------------------------------------------------- +// Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] @@ -1486,6 +1601,7 @@ enum ImGuiTabBarFlagsPrivate_ ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; +// Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Store whether p_open is set or not, which we need to recompute WidthContents during layout. @@ -1514,14 +1630,15 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float ContentsHeight; + float LastTabContentHeight; // Record the height of contents submitted below the tab bar float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. float ScrollingAnim; float ScrollingTarget; @@ -1529,7 +1646,7 @@ struct ImGuiTabBar float ScrollingSpeed; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - int ReorderRequestDir; + ImS8 ReorderRequestDir; bool WantLayout; bool VisibleTabWasSubmitted; short LastTabItemIdx; // For BeginTabItem()/EndTabItem() @@ -1563,7 +1680,7 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); @@ -1571,14 +1688,12 @@ namespace ImGui IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); - IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); - IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); - IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); - IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } @@ -1591,10 +1706,12 @@ namespace ImGui // NewFrame IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void ShowViewportThumbnails(); @@ -1607,6 +1724,13 @@ namespace ImGui IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } @@ -1618,23 +1742,24 @@ namespace ImGui IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API float GetNextItemWidth(); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetContentRegionMaxScreen(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // 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. @@ -1642,12 +1767,12 @@ namespace ImGui // Popups, Modals, Tooltips IMGUI_API void OpenPopupEx(ImGuiID id); - IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under); - IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); - IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); @@ -1659,47 +1784,58 @@ namespace ImGui 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 CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavID(ImGuiID id, int nav_layer); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + IMGUI_API bool IsMouseDragPastThreshold(int 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 IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } - + // Docking // (some functions are only declared in imgui.cpp, see Docking section) IMGUI_API void DockContextInitialize(ImGuiContext* ctx); IMGUI_API void DockContextShutdown(ImGuiContext* ctx); IMGUI_API void DockContextOnLoadSettings(ImGuiContext* ctx); - IMGUI_API void DockContextRebuild(ImGuiContext* ctx); + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx); IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginAsDockableDragDropSource(ImGuiWindow* window); IMGUI_API void BeginAsDockableDragDropTarget(ImGuiWindow* window); IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); - IMGUI_API void ShowDockingDebug(); // Docking - Builder function needs to be generally called before the DockSpace() node is submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - You can create dockspace _or_ floating nodes with this API. To create a dockspace node, make sure to set the ImGuiDockNodeFlags_DockSpace flag. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand. + // - Call DockBuilderFinish() after you are done. + // - Important: do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); - IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); // Warning: DO NOT HOLD ON ImGuiDockNode* pointer, will be invalided by any split/merge/remove operation. + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } - IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags = 0); // Use (flags == ImGuiDockNodeFlags_DockSpace) to create a dockspace, otherwise it'll create a floating node. + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_persistent_docking_references = true); IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root. IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); - IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_dir, ImGuiID* out_id_other); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); @@ -1713,9 +1849,13 @@ namespace ImGui // New Columns API (FIXME-WIP) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns - IMGUI_API void PushColumnClipRect(int column_index = -1); + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); @@ -1737,11 +1877,10 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); @@ -1749,30 +1888,39 @@ namespace ImGui IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // 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 RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API void VerticalSeparator(); // 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. + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // 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* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging - IMGUI_API void TreePushRawID(ImGuiID id); + 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); // 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). @@ -1782,9 +1930,16 @@ namespace ImGui template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -1798,6 +1953,10 @@ namespace ImGui IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Debug Tools + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + } // namespace ImGui // ImFontAtlas internals @@ -1809,22 +1968,39 @@ IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -// Test engine hooks (imgui-test) +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) //#define IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop #endif #ifdef _MSC_VER diff --git a/dep/imgui/src/imgui_widgets.cpp b/dep/imgui/src/imgui_widgets.cpp index cb33a9f44..2fb029245 100644 --- a/dep/imgui/src/imgui_widgets.cpp +++ b/dep/imgui/src/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (widgets code) /* @@ -24,6 +24,7 @@ Index of this file: // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ @@ -51,7 +52,7 @@ Index of this file: #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. @@ -63,10 +64,9 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-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 -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 //------------------------------------------------------------------------- @@ -104,11 +104,6 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); // [SECTION] Forward Declarations //------------------------------------------------------------------------- -// Data Type helpers -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); - // For InputTextEx() static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); @@ -117,6 +112,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() @@ -144,7 +140,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const 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) @@ -217,7 +213,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } else @@ -226,7 +222,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; @@ -325,7 +321,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); @@ -363,16 +359,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding - ItemSize(bb); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); if (!ItemAdd(bb, 0)) return; // Render - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -385,6 +383,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] // - Scrollbar() [Internal] // - Image() // - ImageButton() @@ -402,43 +401,47 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse is outside bb) - - - - - - -// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - // Frame N+2 (mouse button is down) - true true true - true -// Frame N+3 (mouse button is down) - true true - - - +// Frame N+3 (mouse button is down) - true true - - - // Frame N+4 (mouse moves outside bb) - - true - - - // Frame N+5 (mouse moves inside bb) - true true - - - -// Frame N+6 (mouse button is released) true true - - true - -// Frame N+7 (mouse button is released) - true - - - - -// Frame N+8 (mouse moves outside bb) - - - - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) true true true true - true -// Frame N+3 (mouse button is down) - true true - - - -// Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) - true - - - true -// Frame N+3 (mouse button is down) - true - - - - +// Frame N+3 (mouse button is down) - true - - - - // Frame N+6 (mouse button is released) true true - - - - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse button is down) - true - - - true -// Frame N+1 (mouse button is down) - true - - - - +// Frame N+1 (mouse button is down) - true - - - - // Frame N+2 (mouse button is released) - true - - - - -// Frame N+3 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - // Frame N+4 (mouse button is down) true true true true - true -// Frame N+5 (mouse button is down) - true true - - - +// Frame N+5 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. //------------------------------------------------------------------------------------------------------------------------------------------------ // The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- -// Frame N+0 (mouse button is down) - true - true +// Frame N+0 (mouse button is down) - true - true // ... - - - - // Frame N + RepeatDelay true true - true // ... - - - - @@ -485,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { hovered = true; SetHoveredID(id); - if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f)) { pressed = true; FocusWindow(window); @@ -556,7 +559,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } } @@ -564,7 +566,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.ActiveId == id) { if (pressed) - g.ActiveIdHasBeenPressed = true; + g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) @@ -575,10 +577,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - if (!g.DragDropActive) - pressed = true; + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) @@ -609,8 +614,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); @@ -622,8 +627,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -689,7 +692,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); if (!ItemAdd(bb, id)) return false; @@ -700,10 +703,11 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir); + 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); return pressed; } @@ -715,14 +719,14 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); bool is_clipped = !ItemAdd(bb, id); bool hovered, held; @@ -731,11 +735,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) return pressed; // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); - float cross_extent = (radius * 0.7071f) - 1.0f; + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); @@ -755,43 +760,23 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImVec2 off = dock_node ? ImVec2((float)(int)(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, col, 9); + window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) - RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, GetColorU32(ImGuiCol_Text)); + RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); else - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - { - bool can_extract_dock_node = false; - if (dock_node != NULL && dock_node->VisibleWindow && !(dock_node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) - { - ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node); - if (root_node->OnlyNodeWithWindows != dock_node || (root_node->CentralNode != NULL)) - can_extract_dock_node = true; - } - if (can_extract_dock_node) - { - float threshold_base = g.FontSize; - float threshold_x = (threshold_base * 2.2f); - float threshold_y = (threshold_base * 1.5f); - IM_ASSERT(window->DockNodeAsHost != NULL); - if (g.IO.MouseDragMaxDistanceAbs[0].x > threshold_x || g.IO.MouseDragMaxDistanceAbs[0].y > threshold_y) - DockContextQueueUndockNode(&g, dock_node); - } - else - { - ImVec2 backup_active_click_offset = g.ActiveIdClickOffset; - StartMouseMovingWindow(window); - g.ActiveIdClickOffset = backup_active_click_offset; - } - } + StartMouseDragFromTitleBar(window, dock_node, true); return pressed; } @@ -806,125 +791,128 @@ ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -void ImGui::Scrollbar(ImGuiAxis axis) +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - const bool horizontal = (axis == ImGuiAxis_X); - const ImGuiStyle& style = g.Style; - const ImGuiID id = GetScrollbarID(window, axis); - KeepAliveID(id); - - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect host_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size) - : ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size); - bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar - bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? - - const float bb_width = bb.GetWidth(); - const float bb_height = bb.GetHeight(); - if (bb_width <= 0.0f || bb_height <= 0.0f) - return; + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - { - alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); - if (alpha <= 0.0f) - return; - } - const bool allow_interaction = (alpha >= 1.0f); + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; - int window_rounding_corners; - if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); + + 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))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; - const bool previously_held = (g.ActiveId == id); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; if (held && allow_interaction && grab_h_norm < 1.0f) { float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); SetHoveredID(id); bool seek_absolute = false; - if (!previously_held) + if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); - if (horizontal) - window->Scroll.x = scroll_v; - else - window->Scroll.y = scroll_v; + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = IM_FLOOR(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } - // Render grab + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); ImRect grab_rect; if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y)); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) @@ -1020,10 +1008,17 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - if (*v) + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f); + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + 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)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); } if (g.LogEnabled) @@ -1070,8 +1065,8 @@ bool ImGui::RadioButton(const char* label, bool active) return false; ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; + center.x = IM_FLOOR(center.x + 0.5f); + center.y = IM_FLOOR(center.y + 0.5f); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -1083,7 +1078,7 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } @@ -1101,6 +1096,7 @@ bool ImGui::RadioButton(const char* label, bool active) return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1120,7 +1116,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1154,7 +1150,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1164,8 +1160,9 @@ void ImGui::Bullet() } // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1175,9 +1172,10 @@ void ImGui::Bullet() // - Dummy() // - NewLine() // - AlignTextToFramePadding() +// - SeparatorEx() [Internal] // - Separator() -// - VerticalSeparator() [Internal] // - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() @@ -1208,7 +1206,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrentLineSize.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. + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0,0)); else ItemSize(ImVec2(0.0f, g.FontSize)); @@ -1222,74 +1220,86 @@ void ImGui::AlignTextToFramePadding() return; ImGuiContext& g = *GImGui; - window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line -void ImGui::Separator() +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - VerticalSeparator(); - return; + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 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)); + if (g.LogEnabled) + LogText(" |"); } - - // Horizontal Separator - if (window->DC.CurrentColumns) - PopClipRect(); - - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; - - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout. - if (!ItemAdd(bb, 0)) + else if (flags & ImGuiSeparatorFlags_Horizontal) { - if (window->DC.CurrentColumns) - PushColumnClipRect(); - return; - } + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + return; + } - if (window->DC.CurrentColumns) - { - PushColumnClipRect(); - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } } } -void ImGui::VerticalSeparator() +void ImGui::Separator() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(bb.GetWidth(), 0.0f)); - if (!ItemAdd(bb, 0)) - return; - - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. @@ -1350,6 +1360,51 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float return held; } +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + 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?) + // 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); + 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; +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- @@ -1370,8 +1425,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1384,7 +1439,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = GetNextItemWidth(); + const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -1400,11 +1455,14 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) @@ -1423,9 +1481,9 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - if (backup_next_window_size_constraint) + if (has_window_size_constraint) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else @@ -1455,8 +1513,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowPos(pos); } + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); bool ret = Begin(name, NULL, window_flags); PopStyleVar(); @@ -1515,7 +1575,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) @@ -1570,6 +1630,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() @@ -1577,13 +1638,6 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- -struct ImGuiDataTypeInfo -{ - size_t Size; - const char* PrintFmt; // Unused - const char* ScanFmt; -}; - static const ImGuiDataTypeInfo GDataTypeInfo[] = { { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 @@ -1628,30 +1682,36 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) return fmt; } -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const float*)p_data); if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const double*)p_data); if (data_type == ImGuiDataType_S8) - return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); if (data_type == ImGuiDataType_U8) - return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); if (data_type == ImGuiDataType_S16) - return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); if (data_type == ImGuiDataType_U16) - return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) @@ -1703,7 +1763,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1727,17 +1787,18 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. IM_ASSERT(data_type < ImGuiDataType_COUNT); int data_backup[2]; - IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size); + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, p_data, type_info->Size); if (format == NULL) - format = GDataTypeInfo[data_type].ScanFmt; + 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*)data_ptr; + int* v = (int*)p_data; int arg0i = *v; float arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0i) < 1) @@ -1752,7 +1813,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in format = "%f"; - float* v = (float*)data_ptr; + float* v = (float*)p_data; float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1766,7 +1827,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (data_type == ImGuiDataType_Double) { format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)data_ptr; + double* v = (double*)p_data; double arg0f = *v, arg1f = 0.0; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1781,7 +1842,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); + sscanf(buf, format, p_data); } else { @@ -1789,18 +1850,18 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int v32; sscanf(buf, format, &v32); if (data_type == ImGuiDataType_S8) - *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) - *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); else if (data_type == ImGuiDataType_S16) - *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); else if (data_type == ImGuiDataType_U16) - *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); else IM_ASSERT(0); } - return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; + return memcmp(data_backup, p_data, type_info->Size) != 0; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -1868,11 +1929,14 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool has_min_max = (v_min != v_max); - const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + const bool is_clamped = (v_min < v_max); + const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); + const bool is_locked = (v_min > v_max); + if (is_locked) + return false; // Default tweak speed - if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings @@ -1900,7 +1964,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) { @@ -1924,12 +1988,12 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); v_old_ref_for_accum_remainder = v_old_norm_curved; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string @@ -1952,7 +2016,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && has_min_max) + if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; @@ -1967,7 +2031,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags) { ImGuiContext& g = *GImGui; if (g.ActiveId == id) @@ -1982,36 +2046,37 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; if (power != 1.0f) - IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); - + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -2020,51 +2085,50 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa if (!ItemAdd(total_bb, id, &frame_bb)) return false; - const bool hovered = ItemHoverable(frame_bb, id); - // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box - bool start_text_input = false; - const bool focus_requested = FocusableItemRegister(window, id); - if (focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); + if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - { - window->DC.CursorPos = frame_bb.Min; - FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - } - - // Actual drag behavior - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); - if (value_changed) - MarkItemEdited(id); + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) @@ -2074,7 +2138,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +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) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2084,20 +2148,27 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2131,7 +2202,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); PopItemWidth(); @@ -2176,7 +2247,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); PopItemWidth(); @@ -2371,7 +2442,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; TYPE v_new_off_floor = (TYPE)(v_new_off_f); TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (!is_decimal && v_new_off_floor < v_new_off_round) + if (v_new_off_floor < v_new_off_round) v_new = v_min + v_new_off_round; else v_new = v_min + v_new_off_floor; @@ -2413,39 +2484,41 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // For 32-bits and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. -bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) { switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Float: - IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Double: - IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2454,7 +2527,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); @@ -2465,35 +2538,34 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = 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 - bool start_text_input = false; - const bool focus_requested = FocusableItemRegister(window, id); const bool hovered = ItemHoverable(frame_bb, id); - if (focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - { - window->DC.CursorPos = frame_bb.Min; - FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2502,7 +2574,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_None, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2512,7 +2584,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); if (label_size.x > 0.0f) @@ -2533,20 +2605,27 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2601,7 +2680,7 @@ bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2620,11 +2699,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = 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); @@ -2633,7 +2710,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } // Draw frame @@ -2643,7 +2720,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2654,7 +2731,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2679,7 +2756,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] // - ImParseFormatPrecision() [Internal] -// - InputScalarAsWidgetReplacement() [Internal] +// - TempInputTextScalar() [Internal] // - InputScalar() // - InputScalarN() // - InputFloat() @@ -2765,37 +2842,46 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets) +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) { - IM_UNUSED(id); ImGuiContext& g = *GImGui; - // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id. + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. - if (g.ScalarAsInputTextId == 0) + const bool init = (g.TempInputTextId != id); + if (init) ClearActiveID(); char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.ScalarAsInputTextId == 0) + if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); - g.ScalarAsInputTextId = g.ActiveId; + g.TempInputTextId = g.ActiveId; } if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); - return false; + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; } -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2804,27 +2890,27 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; + format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + 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() ourselve by comparing the actual data rather than the string. - if (step != NULL) + if (p_step != NULL) { const float button_size = GetFrameHeight(); BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - SetNextItemWidth(ImMax(1.0f, GetNextItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + 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, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -2835,17 +2921,22 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } - SameLine(0, style.ItemInnerSpacing.x); - TextEx(label, FindRenderedTextEnd(label)); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } style.FramePadding = backup_frame_padding; PopID(); @@ -2854,13 +2945,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); return value_changed; } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2870,20 +2963,27 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -3063,7 +3163,7 @@ namespace ImStb static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) @@ -3138,21 +3238,21 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" @@ -3239,6 +3339,10 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; @@ -3320,11 +3424,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; if (is_multiline) { if (!ItemAdd(total_bb, id, &frame_bb)) @@ -3339,9 +3446,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - draw_window = GetCurrentWindow(); + draw_window = g.CurrentWindow; // Child window draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; + inner_size.x -= draw_window->ScrollbarSizes.x; } else { @@ -3421,12 +3528,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + + // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + 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); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -3578,8 +3691,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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) SetWindowScrollY(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) SetWindowScrollY(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_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_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } @@ -3594,7 +3707,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { 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)) @@ -3825,7 +3938,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); @@ -3906,7 +4019,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); + text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll @@ -3915,11 +4028,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { - const float scroll_increment_x = size.x * 0.25f; + const float scroll_increment_x = inner_size.x * 0.25f; if (cursor_offset.x < state->ScrollX) - state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); } else { @@ -3932,11 +4045,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = draw_window->Scroll.y; if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y; + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - draw_pos.y = draw_window->DC.CursorPos.y; } state->CursorFollow = false; @@ -3968,7 +4080,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) @@ -4008,7 +4120,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) @@ -4038,7 +4150,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed) + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); @@ -4080,9 +4192,11 @@ 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_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = GetNextItemWidth() - w_extra; + 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); + g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); @@ -4118,17 +4232,26 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + f[0] = g.ColorEditLastHue; + } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4151,14 +4274,17 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // Disable Hue edit when Saturation is zero + const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -4172,7 +4298,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - SetNextItemWidth(w_items_all); + SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -4192,8 +4318,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) @@ -4218,7 +4344,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag 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_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + 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(); @@ -4227,7 +4353,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - SameLine(0, style.ItemInnerSpacing.x); + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } @@ -4238,7 +4364,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4340,17 +4470,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU } // Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; @@ -4362,6 +4494,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + PushID(label); BeginGroup(); @@ -4388,10 +4523,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, GetNextItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + 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 = (float)(int)(bars_width * 0.20f); + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -4410,9 +4545,16 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float H = col[0], S = col[1], V = col[2]; 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. ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + H = g.ColorEditLastHue; + } else if (flags & ImGuiColorEditFlags_InputHSV) + { ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4534,6 +4676,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (flags & ImGuiColorEditFlags_InputRGB) { ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4587,6 +4731,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + H = g.ColorEditLastHue; } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4597,17 +4743,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4615,13 +4766,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); } // Render Cursor + preview on Hue Wheel @@ -4631,8 +4782,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4642,46 +4793,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + 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->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_FLOOR(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_FLOOR(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_FLOOR(picker_pos.y + H * sv_picker_size + 0.5f); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + 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); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_FLOOR(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -4736,7 +4887,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bb_inner.Expand(off); if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { - float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + float mid_x = IM_FLOOR((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } @@ -4773,9 +4924,6 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - if (pressed) - MarkItemEdited(id); - return pressed; } @@ -4929,9 +5077,8 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() -// - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() -// - SetNextTreeNodeOpen() +// - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- @@ -5025,17 +5172,17 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextTreeNodeOpenCond != 0) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextItemData.OpenCond & ImGuiCond_Always) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5044,7 +5191,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5052,7 +5199,6 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.NextTreeNodeOpenCond = 0; } else { @@ -5076,38 +5222,45 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetContentRegionMaxScreen().x, window->DC.CursorPos.y + frame_height)); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.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 - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + // 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); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 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.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5116,7 +5269,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5144,9 +5297,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed) { + const float arrow_x1 = text_pos.x - text_offset_x; + const float arrow_x2 = arrow_x1 + g.FontSize + padding.x * 2.0f; toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + toggled |= IsMouseHoveringRect(ImVec2(arrow_x1, interact_bb.Min.y), ImVec2(arrow_x2, interact_bb.Max.y)) && (!g.NavDisableMouseHover); if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) toggled |= g.IO.MouseDoubleClicked[0]; if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. @@ -5178,15 +5333,22 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + 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); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -5206,21 +5368,21 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Unframed typed for tree nodes if (hovered || selected) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + 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(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5241,7 +5403,7 @@ void ImGui::TreePush(const void* ptr_id) PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); } -void ImGui::TreePushRawID(ImGuiID id) +void ImGui::TreePushOverrideID(ImGuiID id) { ImGuiWindow* window = GetCurrentWindow(); Indent(); @@ -5256,24 +5418,21 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + 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.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeMayJumpToParentOnPopMask &= 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. PopID(); } -void ImGui::TreeAdvanceToLabelPos() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); -} - // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { @@ -5281,13 +5440,15 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). @@ -5311,15 +5472,19 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); if (p_open) { - // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; - float button_radius = g.FontSize * 0.5f; - ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); - if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius)) + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -5345,15 +5510,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImGuiStyle& style = g.Style; if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + PushColumnsBackground(); ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrentLineTextBaseOffset; + pos.y += window->DC.CurrLineTextBaseOffset; ImRect bb_inner(pos, pos + size); - ItemSize(size); + ItemSize(size, 0.0f); // Fill horizontal space. ImVec2 window_padding = window->WindowPadding; @@ -5367,8 +5532,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Selectables are tightly packed together so we extend the box to cover spacing between selectable. const float spacing_x = style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = (float)(int)(spacing_x * 0.50f); - const float spacing_U = (float)(int)(spacing_y * 0.50f); + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); @@ -5389,7 +5554,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) { if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) - PushColumnClipRect(); + PopColumnsBackground(); return false; } @@ -5408,13 +5573,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; SetNavID(id, window->DC.NavLayerCurrent); } + } if (pressed) MarkItemEdited(id); @@ -5426,6 +5594,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->DC.LastItemStatusFlags |= 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); @@ -5435,11 +5605,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) { - PushColumnClipRect(); + PopColumnsBackground(); bb.Max.x -= (GetContentRegionMax().x - max_x); } - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); @@ -5477,20 +5647,22 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImGuiStyle& style = GetStyle(); + const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) { @@ -5522,7 +5694,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } @@ -5603,7 +5775,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) - frame_size.x = GetNextItemWidth(); + frame_size.x = CalcItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); @@ -5782,10 +5954,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] -// - BeginMainMenuBar() -// - EndMainMenuBar() // - BeginMenuBar() // - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() // - BeginMenu() // - EndMenu() // - MenuItem() @@ -5811,7 +5983,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; - Pos[i] = (float)(int)Width; + Pos[i] = IM_FLOOR(Width); Width += NextWidths[i]; NextWidths[i] = 0.0f; } @@ -5833,41 +6005,10 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w) return ImMax(0.0f, avail_w - Width); } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - ImGuiViewport* viewport = g.Viewports[0]; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(viewport->Pos); - SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { - End(); - return false; - } - return true; //-V1020 -} - -void ImGui::EndMainMenuBar() -{ - EndMenuBar(); - - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusPreviousWindowIgnoringOne(g.NavWindow); - - End(); -} - +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5877,7 +6018,7 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. @@ -5913,10 +6054,11 @@ 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 the hassle/cost) - IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); - g.NavLayer = ImGuiNavLayer_Menu; + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); @@ -5928,7 +6070,7 @@ void ImGui::EndMenuBar() PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().AdvanceCursor = false; + window->DC.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; @@ -5936,6 +6078,42 @@ void ImGui::EndMenuBar() window->DC.MenuBarAppending = false; } +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewport* viewport = g.Viewports[0]; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(viewport->Pos); + SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + bool ImGui::BeginMenu(const char* label, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); @@ -5964,55 +6142,59 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // 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 - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu inside a menu popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); - if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); - if (!enabled) PopStyleColor(); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); if (menuset_is_open) g.NavWindow = backed_nav_window; - bool want_open = false, want_close = false; + bool want_open = false; + bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) - { - if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window) - { - // FIXME-DPI: Values should be derived from a master "scale" factor. - ImRect next_window_rect = next_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); - moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug - } - } + bool moving_toward_other_child_menu = false; - want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); - want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; if (g.NavActivateId == id) { @@ -6102,23 +6284,25 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); if (shortcut_size.x > 0.0f) @@ -6184,8 +6368,8 @@ ImGuiTabBar::ImGuiTabBar() ID = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; - ContentsHeight = 0.0f; - OffsetMax = OffsetNextTab = 0.0f; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; @@ -6201,27 +6385,18 @@ static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const voi return (int)(a->Offset - b->Offset); } -static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) -{ - const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs; - const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs; - if (int d = (int)(b->Width - a->Width)) - return d; - return (b->Index - a->Index); -} - -static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { ImGuiContext& g = *GImGui; - return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } -static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; if (g.TabBars.Contains(tab_bar)) - return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); - return ImGuiTabBarRef(tab_bar); + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) @@ -6233,7 +6408,7 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } @@ -6246,7 +6421,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return false; if ((flags & ImGuiTabBarFlags_DockNode) == 0) - window->IDStack.push_back(tab_bar->ID); + PushOverrideID(tab_bar->ID); // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); @@ -6276,11 +6451,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->FramePadding = g.Style.FramePadding; // Layout - ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; if (dock_node != NULL) { @@ -6290,8 +6465,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG } else { - const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x; - const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x; + const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -6316,9 +6491,9 @@ void ImGui::EndTabBar() // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -6390,10 +6565,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - ImVector& width_sort_buffer = g.TabSortByWidthBuffer; - width_sort_buffer.resize(tab_bar->Tabs.Size); - // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); float width_total_contents = 0.0f; ImGuiTabItem* most_recently_selected_tab = NULL; bool found_selected_tab_id = false; @@ -6417,31 +6590,20 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; // Store data so we can build an array sorted by width if we need to shrink tabs down - width_sort_buffer[tab_n].Index = tab_n; - width_sort_buffer[tab_n].Width = tab->WidthContents; + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; } // Compute width - const float width_avail = tab_bar->BarRect.GetWidth(); + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) { // If we don't have enough room, resize down the largest tabs first - if (tab_bar->Tabs.Size > 1) - ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer); - int tab_count_same_width = 1; - while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size) - { - while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width) - tab_count_same_width++; - float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f); - float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max); - for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++) - width_sort_buffer[tab_n].Width -= width_to_remove_per_tab; - width_excess -= width_to_remove_per_tab * tab_count_same_width; - } + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width; + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); } else { @@ -6450,11 +6612,14 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; tab->Width = ImMin(tab->WidthContents, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); } } // Layout all active tabs - float offset_x = 0.0f; + float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; @@ -6462,9 +6627,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_track_selected_tab_id = tab->ID; offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x; } tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); - tab_bar->OffsetNextTab = 0.0f; + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); // Horizontal scrolling buttons const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); @@ -6556,7 +6722,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa return most_recently_selected_tab; } -// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. // Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { @@ -6615,7 +6781,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1) + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) { tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; @@ -6632,7 +6798,7 @@ void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = dir; + tab_bar->ReorderRequestDir = (ImS8)dir; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) @@ -6704,7 +6870,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_PopupAlignLeft); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); PopStyleColor(2); ImGuiTabItem* tab_to_select = NULL; @@ -6741,7 +6907,8 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; @@ -6754,7 +6921,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - g.CurrentWindow->IDStack.push_back(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) } return ret; } @@ -6762,7 +6929,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f void ImGui::EndTabItem() { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return; ImGuiTabBar* tab_bar = g.CurrentTabBar; @@ -6774,7 +6942,7 @@ void ImGui::EndTabItem() IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - g.CurrentWindow->IDStack.pop_back(); + window->IDStack.pop_back(); } bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) @@ -6881,16 +7049,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Layout size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); if (want_clip_rect) PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); - ItemSize(bb, style.FramePadding.y); + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + if (!ItemAdd(bb, id)) { if (want_clip_rect) @@ -6914,10 +7085,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, SetItemAllowOverlap(); // Drag and drop a single floating window node moves it - // FIXME-DOCK: In theory we shouldn't test for the ConfigDockingNodifySingleWindows flag here. - // When our single window node and OnlyNodeWithWindows are working properly we may remove this check here. ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; - const bool single_floating_window_node = node && node->IsRootNode() && !node->IsDockSpace() && node->Windows.Size == 1 && g.IO.ConfigDockingTabBarOnSingleWindows; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { // Move @@ -6956,7 +7125,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; float threshold_x = (threshold_base * 2.2f); float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); - //GetOverlayDrawList(window)->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); if (distance_from_edge_y >= threshold_y) @@ -6981,7 +7150,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } @@ -7101,7 +7270,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (flags & ImGuiTabItemFlags_UnsavedDocument) { text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; @@ -7119,47 +7288,444 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (close_button_visible) { ImGuiItemHoveredDataBackup last_item_backup; - const float close_button_sz = g.FontSize * 0.5f; - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz)) + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) close_button_pressed = true; + PopStyleVar(); last_item_backup.Restore(); // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f; + text_pixel_clip_bb.Max.x -= close_button_sz; } - // Label with ellipsis - // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment - const char* label_display_end = FindRenderedTextEnd(label); - if (label_size.x > text_ellipsis_clip_bb.GetWidth()) - { - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; - const char* label_end = NULL; - float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x; - if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis - { - label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end); - label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x; - } - while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space - { - label_end--; - label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte - } - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f)); - - const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; - if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text)); - } - else - { - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f)); - } + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); return close_button_pressed; } + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + 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); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- diff --git a/dep/imgui/src/imstb_rectpack.h b/dep/imgui/src/imstb_rectpack.h index 23f922a57..ff2a85df4 100644 --- a/dep/imgui/src/imstb_rectpack.h +++ b/dep/imgui/src/imstb_rectpack.h @@ -1,10 +1,10 @@ -// [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 0.99. +// [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 // Grep for [DEAR IMGUI] to find the changes. -// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -37,9 +37,11 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 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 // 0.10 (2016-10-25) remove cast-away-const to avoid warnings @@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; diff --git a/dep/imgui/src/imstb_textedit.h b/dep/imgui/src/imstb_textedit.h index d7fcbd624..2077d02ae 100644 --- a/dep/imgui/src/imstb_textedit.h +++ b/dep/imgui/src/imstb_textedit.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_textedit.h 1.13. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) diff --git a/dep/imgui/src/imstb_truetype.h b/dep/imgui/src/imstb_truetype.h index c1cdb1806..193338afb 100644 --- a/dep/imgui/src/imstb_truetype.h +++ b/dep/imgui/src/imstb_truetype.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_truetype.h 1.20. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. diff --git a/src/duckstation/sdl_interface.cpp b/src/duckstation/sdl_interface.cpp index c7294c6ea..a791ebc3f 100644 --- a/src/duckstation/sdl_interface.cpp +++ b/src/duckstation/sdl_interface.cpp @@ -850,7 +850,8 @@ void SDLInterface::DrawPoweredOffWindow() constexpr int BUTTON_HEIGHT = 40; ImGui::SetNextWindowSize(ImVec2(WINDOW_WIDTH, WINDOW_HEIGHT)); - ImGui::SetNextWindowPosCenter(ImGuiCond_Always); + ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f), + ImGuiCond_Always, ImVec2(0.5f, 0.5f)); if (!ImGui::Begin("Powered Off", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse | @@ -920,7 +921,8 @@ void SDLInterface::DrawPoweredOffWindow() void SDLInterface::DrawAboutWindow() { - ImGui::SetNextWindowPosCenter(ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f), + ImGuiCond_Always, ImVec2(0.5f, 0.5f)); if (!ImGui::Begin("About DuckStation", &m_about_window_open)) { ImGui::End();