diff --git a/CHANGELOG.txt b/docs/CHANGELOG.txt similarity index 98% rename from CHANGELOG.txt rename to docs/CHANGELOG.txt index 2b873373..689d1030 100644 --- a/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -29,6 +29,28 @@ HOW TO UPDATE? - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.64 (Released 2018-08-31) +----------------------------------------------------------------------- + +Changes: + +- Moved README, CHANGELOG and TODO files to the docs/ folder. + If you are updating dear imgui by copying files, take the chance to delete the old files. +- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. + Re-ordered some of the code remaining in imgui.cpp in cleared chunks. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT ALL FUNCTIONS WERE MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. + If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then + isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it, + then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. + What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, + search for the corresponding function in the new code and apply the chunks manually. +- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, + so a solution applicable on the Master branch can be found. If your company has changes that you cannot + disclose you may also contact me privately. + + ----------------------------------------------------------------------- VERSION 1.63 (Released 2018-08-29) ----------------------------------------------------------------------- diff --git a/README.md b/docs/README.md similarity index 99% rename from README.md rename to docs/README.md index e2624d06..6d724a0b 100644 --- a/README.md +++ b/docs/README.md @@ -22,6 +22,7 @@ Dear ImGui is self-contained within a few files that you can easily copy and com - imgui.h - imgui_demo.cpp - imgui_draw.cpp +- imgui_widgets.cpp - imgui_internal.h - imconfig.h (empty by default, user-editable) - stb_rect_pack.h diff --git a/TODO.txt b/docs/TODO.txt similarity index 100% rename from TODO.txt rename to docs/TODO.txt diff --git a/examples/example_allegro5/example_allegro5.vcxproj b/examples/example_allegro5/example_allegro5.vcxproj index ec96f621..b0792697 100644 --- a/examples/example_allegro5/example_allegro5.vcxproj +++ b/examples/example_allegro5/example_allegro5.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_allegro5/example_allegro5.vcxproj.filters b/examples/example_allegro5/example_allegro5.vcxproj.filters index 09dbc5eb..8019ebfd 100644 --- a/examples/example_allegro5/example_allegro5.vcxproj.filters +++ b/examples/example_allegro5/example_allegro5.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj index 0c60ba36..e3bd4176 100644 --- a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj +++ b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters index b4591945..eb6d8526 100644 --- a/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters +++ b/examples/example_freeglut_opengl2/example_freeglut_opengl2.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/examples/example_glfw_opengl2/Makefile b/examples/example_glfw_opengl2/Makefile index 7ec7eeee..482b0e5d 100644 --- a/examples/example_glfw_opengl2/Makefile +++ b/examples/example_glfw_opengl2/Makefile @@ -17,7 +17,7 @@ EXE = example_glfw_opengl2 SOURCES = main.cpp SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj index acec434b..73c7ba9d 100644 --- a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj +++ b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters index acf77fa4..b7a37e68 100644 --- a/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters +++ b/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/examples/example_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile index d36b78d8..a9c7007f 100644 --- a/examples/example_glfw_opengl3/Makefile +++ b/examples/example_glfw_opengl3/Makefile @@ -17,7 +17,7 @@ EXE = example_glfw_opengl3 SOURCES = main.cpp SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj index 07f28e30..172a34d8 100644 --- a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj +++ b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters index bffa9373..efb570ce 100644 --- a/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters +++ b/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters @@ -34,6 +34,9 @@ sources + + imgui + diff --git a/examples/example_marmalade/marmalade_example.mkb b/examples/example_marmalade/marmalade_example.mkb index f605078e..34315b9a 100644 --- a/examples/example_marmalade/marmalade_example.mkb +++ b/examples/example_marmalade/marmalade_example.mkb @@ -33,6 +33,7 @@ files ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp + ../../imgui_widgets.cpp ../../imconfig.h ../../imgui.h ../../imgui_internal.h diff --git a/examples/example_sdl_opengl2/Makefile b/examples/example_sdl_opengl2/Makefile index 1872d7cb..4a948aa4 100644 --- a/examples/example_sdl_opengl2/Makefile +++ b/examples/example_sdl_opengl2/Makefile @@ -16,7 +16,7 @@ EXE = example_sdl_opengl2 SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj index bdec85b3..fa6b8d3a 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj +++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj @@ -19,7 +19,7 @@ - {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741} + {94E991D0-790A-4DAF-B442-AAADE3233C75} example_sdl_opengl2 @@ -153,6 +153,7 @@ + diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters index 602fa0b0..e0c1bf2e 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters +++ b/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile index 765c4460..69874119 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl_opengl3/Makefile @@ -17,7 +17,7 @@ EXE = example_sdl_opengl3 SOURCES = main.cpp SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp -SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj index b194e620..9fda1897 100644 --- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj +++ b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters index 87ae4313..fbef18ac 100644 --- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters +++ b/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters @@ -34,6 +34,9 @@ sources + + imgui + diff --git a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj index 3d2a424a..622dc093 100644 --- a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj +++ b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters index 4f7c7928..6f082524 100644 --- a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters +++ b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/examples/example_win32_directx10/example_win32_directx10.vcxproj b/examples/example_win32_directx10/example_win32_directx10.vcxproj index df5a026a..5e2973b9 100644 --- a/examples/example_win32_directx10/example_win32_directx10.vcxproj +++ b/examples/example_win32_directx10/example_win32_directx10.vcxproj @@ -150,6 +150,7 @@ + diff --git a/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters b/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters index c3422a58..97620028 100644 --- a/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters +++ b/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters @@ -44,6 +44,9 @@ sources + + imgui + diff --git a/examples/example_win32_directx11/example_win32_directx11.vcxproj b/examples/example_win32_directx11/example_win32_directx11.vcxproj index 9aa09865..166602a3 100644 --- a/examples/example_win32_directx11/example_win32_directx11.vcxproj +++ b/examples/example_win32_directx11/example_win32_directx11.vcxproj @@ -150,6 +150,7 @@ + diff --git a/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters index ab1e3fba..1df6a0c4 100644 --- a/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters +++ b/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters @@ -44,6 +44,9 @@ sources + + imgui + diff --git a/examples/example_win32_directx12/example_win32_directx12.vcxproj b/examples/example_win32_directx12/example_win32_directx12.vcxproj index c82f0007..38c83351 100644 --- a/examples/example_win32_directx12/example_win32_directx12.vcxproj +++ b/examples/example_win32_directx12/example_win32_directx12.vcxproj @@ -153,6 +153,7 @@ + diff --git a/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters b/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters index 43fdebab..28a25572 100644 --- a/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters +++ b/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters @@ -44,6 +44,9 @@ sources + + imgui + diff --git a/examples/example_win32_directx9/example_win32_directx9.vcxproj b/examples/example_win32_directx9/example_win32_directx9.vcxproj index ebc8a921..08f21c87 100644 --- a/examples/example_win32_directx9/example_win32_directx9.vcxproj +++ b/examples/example_win32_directx9/example_win32_directx9.vcxproj @@ -143,6 +143,7 @@ + diff --git a/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters b/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters index 2ac28d18..914cd260 100644 --- a/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters +++ b/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters @@ -28,6 +28,9 @@ sources + + imgui + diff --git a/imgui.cpp b/imgui.cpp index 15900c04..d5a141df 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.63 +// dear imgui, v1.64 // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. @@ -19,32 +19,58 @@ /* - Index - - MISSION STATEMENT - - END-USER GUIDE - - PROGRAMMER GUIDE (read me!) - - Read first - - How to update to a newer version of Dear ImGui - - Getting started with integrating Dear ImGui in your code/engine - - Using gamepad/keyboard navigation controls [BETA] - - API BREAKING CHANGES (read me when you update!) - - ISSUES & TODO LIST - - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack. - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? - - ISSUES & TODO-LIST - - CODE +Index of this file: + +DOCUMENTATION +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE (read me!) + - Read first + - How to update to a newer version of Dear ImGui + - Getting started with integrating Dear ImGui in your code/engine + - Using gamepad/keyboard navigation controls [BETA] +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + - How can I display an image? What is ImTextureID, how does it works? + - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack. + - How can I use my own math types instead of ImVec2/ImVec4? + - How can I load a different font than the default? + - How can I easily use icons in my application? + - How can I load multiple fonts? + - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + - I integrated Dear ImGui in my engine and the text or lines are blurry.. + - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + - How can I help? + +CODE +- Forward Declarations +- Context and Memory Allocators +- User facing structures (ImGuiStyle, ImGuiIO) +- Helper/Utilities (ImXXX functions, Color functions) +- ImGuiStorage +- ImGuiTextFilter +- ImGuiTextBuffer +- ImGuiListClipper +- Main Code (most of the code! lots of stuff, needs tidying up) +- Tooltips +- Popups +- Navigation +- Columns +- Drag and Drop +- Logging +- Settings +- Platform Dependent Helpers +- Metrics/Debug window +*/ + +//----------------------------------------------------------------------------- +// Documentation +//----------------------------------------------------------------------------- + +/* MISSION STATEMENT ================= @@ -483,11 +509,6 @@ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - ISSUES & TODO-LIST - ================== - See TODO.txt - - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== @@ -835,7 +856,6 @@ // 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 @@ -863,24 +883,6 @@ #endif #endif -static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); -static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) -static const ImU32 IM_U32_MIN = 0; -static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) -#ifdef LLONG_MIN -static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); -static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); -#else -static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; -static const ImS64 IM_S64_MAX = 9223372036854775807LL; -#endif -static const ImU64 IM_U64_MIN = 0; -#ifdef ULLONG_MAX -static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); -#else -static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); -#endif - // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear @@ -895,20 +897,21 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, I static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); -static ImGuiWindowSettings* CreateNewWindowSettings(const char* name); static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); -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); -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +// Settings +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); namespace ImGui { @@ -917,7 +920,13 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingList(); +static void NavUpdateMoveResult(); +static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static inline void NavUpdateAnyRequestFlag(); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void UpdateMouseInputs(); static void UpdateMouseWheel(); @@ -933,21 +942,8 @@ static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* static int FindPlatformMonitorForPos(const ImVec2& pos); static int FindPlatformMonitorForRect(const ImRect& r); -// Template widget behaviors -template -static bool DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power); - -template -static bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); } -//----------------------------------------------------------------------------- -// Platform dependent default implementations -//----------------------------------------------------------------------------- - -static const char* GetClipboardTextFn_DefaultImpl(void* user_data); -static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); - //----------------------------------------------------------------------------- // Context and Memory Allocators //----------------------------------------------------------------------------- @@ -978,7 +974,7 @@ static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// User facing structures +// User facing main structures //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() @@ -1120,7 +1116,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) } //----------------------------------------------------------------------------- -// HELPERS +// HELPERS/UTILITIES //----------------------------------------------------------------------------- ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) @@ -1259,19 +1255,6 @@ void ImStrTrimBlanks(char* buf) buf[p - p_start] = 0; // Zero terminate } -template -static const char* ImAtoi(const char* src, TYPE* output) -{ - int negative = 0; - if (*src == '-') { negative = 1; src++; } - if (*src == '+') { src++; } - TYPE v = 0; - while (*src >= '0' && *src <= '9') - v = (v * 10) + (*src++ - '0'); - *output = negative ? -v : v; - return src; -} - // A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. @@ -1352,7 +1335,7 @@ ImU32 ImHash(const void* data, int data_size, ImU32 seed) } //----------------------------------------------------------------------------- -// ImText* helpers +// HELPERS/UTILITIES (ImText* helpers) //----------------------------------------------------------------------------- // Convert UTF-8 to 32-bits character, process single character input. @@ -1534,6 +1517,68 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e return bytes_count; } +FILE* ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(__CYGWIN__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) + const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; + const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); + ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); + return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// Load file content into memory +// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() +void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && file_open_mode); + if (out_file_size) + *out_file_size = 0; + + FILE* f; + if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + return NULL; + + long file_size_signed; + if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + { + fclose(f); + return NULL; + } + + size_t file_size = (size_t)file_size_signed; + void* file_data = ImGui::MemAlloc(file_size + padding_bytes); + if (file_data == NULL) + { + fclose(f); + return NULL; + } + if (fread(file_data, 1, file_size, f) != file_size) + { + fclose(f); + ImGui::MemFree(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + fclose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// COLOR FUNCTIONS +//----------------------------------------------------------------------------- + ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { float s = 1.0f/255.0f; @@ -1554,38 +1599,6 @@ ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) return out; } -ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = style.Colors[idx]; - c.w *= style.Alpha * alpha_mul; - return ColorConvertFloat4ToU32(c); -} - -ImU32 ImGui::GetColorU32(const ImVec4& col) -{ - ImGuiStyle& style = GImGui->Style; - ImVec4 c = col; - c.w *= style.Alpha; - return ColorConvertFloat4ToU32(c); -} - -const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) -{ - ImGuiStyle& style = GImGui->Style; - return style.Colors[idx]; -} - -ImU32 ImGui::GetColorU32(ImU32 col) -{ - float style_alpha = GImGui->Style.Alpha; - if (style_alpha >= 1.0f) - return col; - ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. - return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); -} - // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 // Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) @@ -1637,62 +1650,36 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& } } -FILE* ImFileOpen(const char* filename, const char* mode) +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { -#if defined(_WIN32) && !defined(__CYGWIN__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) - const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; - const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; - ImVector buf; - buf.resize(filename_wsize + mode_wsize); - ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); - ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); - return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); -#else - return fopen(filename, mode); -#endif + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); } -// Load file content into memory -// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree() -void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +ImU32 ImGui::GetColorU32(const ImVec4& col) { - IM_ASSERT(filename && file_open_mode); - if (out_file_size) - *out_file_size = 0; - - FILE* f; - if ((f = ImFileOpen(filename, file_open_mode)) == NULL) - return NULL; - - long file_size_signed; - if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) - { - fclose(f); - return NULL; - } - - size_t file_size = (size_t)file_size_signed; - void* file_data = ImGui::MemAlloc(file_size + padding_bytes); - if (file_data == NULL) - { - fclose(f); - return NULL; - } - if (fread(file_data, 1, file_size, f) != file_size) - { - fclose(f); - ImGui::MemFree(file_data); - return NULL; - } - if (padding_bytes > 0) - memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} - fclose(f); - if (out_file_size) - *out_file_size = file_size; +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} - return file_data; +ImU32 ImGui::GetColorU32(ImU32 col) +{ + float style_alpha = GImGui->Style.Alpha; + if (style_alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } //----------------------------------------------------------------------------- @@ -1996,51 +1983,6 @@ void ImGuiTextBuffer::appendf(const char* fmt, ...) va_end(args); } -//----------------------------------------------------------------------------- -// ImGuiSimpleColumns (internal use only) -//----------------------------------------------------------------------------- - -ImGuiMenuColumns::ImGuiMenuColumns() -{ - Count = 0; - Spacing = Width = NextWidth = 0.0f; - memset(Pos, 0, sizeof(Pos)); - memset(NextWidths, 0, sizeof(NextWidths)); -} - -void ImGuiMenuColumns::Update(int count, float spacing, bool clear) -{ - IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); - Count = count; - Width = NextWidth = 0.0f; - Spacing = spacing; - if (clear) memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < Count; i++) - { - if (i > 0 && NextWidths[i] > 0.0f) - Width += Spacing; - Pos[i] = (float)(int)Width; - Width += NextWidths[i]; - NextWidths[i] = 0.0f; - } -} - -float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double -{ - NextWidth = 0.0f; - NextWidths[0] = ImMax(NextWidths[0], w0); - NextWidths[1] = ImMax(NextWidths[1], w1); - NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < 3; i++) - NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); - return ImMax(Width, NextWidth); -} - -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) -{ - return ImMax(0.0f, avail_w - Width); -} - //----------------------------------------------------------------------------- // ImGuiListClipper //----------------------------------------------------------------------------- @@ -2126,9 +2068,11 @@ bool ImGuiListClipper::Step() } //----------------------------------------------------------------------------- -// ImGuiWindow +// MAIN CODE +// (this category is still too large and badly ordered, needs some tidying up) //----------------------------------------------------------------------------- +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(&context->DrawListSharedData) { @@ -2242,10 +2186,6 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) return id; } -//----------------------------------------------------------------------------- -// Internal API exposed in imgui_internal.h -//----------------------------------------------------------------------------- - static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -2418,294 +2358,15 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y) ItemSize(bb.GetSize(), text_offset_y); } -ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) -{ - if (ImFabs(dx) > ImFabs(dy)) - return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; - return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; -} - -static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) -{ - if (a1 < b0) - return a1 - b0; - if (b1 < a0) - return a0 - b1; - return 0.0f; -} - -static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) -{ - if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - { - r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); - r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); - } - else - { - r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); - r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); - } -} - -// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavLayer != window->DC.NavLayerCurrent) - return false; - - const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; - // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring - if (window->ParentWindow == g.NavWindow) - { - IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) - return false; - cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window - } - - // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) - // For example, this ensure that items in one column are not reached when moving vertically from items in another column. - NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); - - // Compute distance between boxes - // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. - float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); - float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items - if (dby != 0.0f && dbx != 0.0f) - dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); - float dist_box = ImFabs(dbx) + ImFabs(dby); - - // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) - float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); - float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); - float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) - - // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance - ImGuiDir quadrant; - float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; - if (dbx != 0.0f || dby != 0.0f) - { - // For non-overlapping boxes, use distance between boxes - dax = dbx; - day = dby; - dist_axial = dist_box; - quadrant = ImGetDirQuadrantFromDelta(dbx, dby); - } - else if (dcx != 0.0f || dcy != 0.0f) - { - // For overlapping boxes with different centers, use distance between centers - dax = dcx; - day = dcy; - dist_axial = dist_center; - quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); - } - else - { - // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) - quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; - } - -#if IMGUI_DEBUG_NAV_SCORING - char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) - { - ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); - draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); - draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); - } - else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. - { - if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } - if (quadrant == g.NavMoveDir) - { - ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(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); - } - } - #endif - - // Is it in the quadrant we're interesting in moving to? - bool new_best = false; - if (quadrant == g.NavMoveDir) - { - // Does it beat the current best candidate? - if (dist_box < result->DistBox) - { - result->DistBox = dist_box; - result->DistCenter = dist_center; - return true; - } - if (dist_box == result->DistBox) - { - // Try using distance between center points to break ties - if (dist_center < result->DistCenter) - { - result->DistCenter = dist_center; - new_best = true; - } - else if (dist_center == result->DistCenter) - { - // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items - // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), - // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. - if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance - new_best = true; - } - } - } - - // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches - // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) - // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. - // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. - // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? - if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match - if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) - { - result->DistAxial = dist_axial; - new_best = true; - } - - return new_best; -} - -static void NavSaveLastChildNavWindow(ImGuiWindow* child_window) -{ - ImGuiWindow* parent_window = child_window; - while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - parent_window = parent_window->ParentWindow; - if (parent_window && parent_window != child_window) - parent_window->NavLastChildNavWindow = child_window; -} - -// Call when we are expected to land on Layer 0 after FocusWindow() -static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window) -{ - return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; -} - -static void NavRestoreLayer(int layer) -{ - ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); - if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); - else - ImGui::NavInitWindow(g.NavWindow, true); -} - -static inline void NavUpdateAnyRequestFlag() -{ - ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); - if (g.NavAnyRequest) - IM_ASSERT(g.NavWindow != NULL); -} - -bool ImGui::NavMoveRequestButNoResultYet() -{ - ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; -} - -void ImGui::NavMoveRequestCancel() -{ - ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; - NavUpdateAnyRequestFlag(); -} - -// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) -{ - ImGuiContext& g = *GImGui; - //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; - - const ImGuiItemFlags item_flags = window->DC.ItemFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); - - // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) - { - // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) - { - g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; - } - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) - { - g.NavInitRequest = false; // Found a match, clear request - NavUpdateAnyRequestFlag(); - } - } - - // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav)) - { - ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; -#if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Score all items in NavWindow at all times - if (!g.NavMoveRequest) - g.NavMoveDir = g.NavMoveDirLast; - bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; -#else - bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); -#endif - if (new_best) - { - result->ID = id; - result->Window = window; - result->RectRel = nav_bb_rel; - } - - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - { - result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->Window = window; - result->RectRel = nav_bb_rel; - } - } - - // Update window-relative bounding box of navigated item - if (g.NavId == id) - { - g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. - g.NavLayer = window->DC.NavLayerCurrent; - g.NavIdIsAlive = true; - g.NavIdTabCounter = window->FocusIdxTabCounter; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) - } -} - -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (id != 0) + if (id != 0) { // Navigation processing runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget @@ -3026,11302 +2687,6106 @@ ImDrawListSharedData* ImGui::GetDrawListSharedData() return &GImGui->DrawListSharedData; } -// This needs to be called before we submit any widget (aka in or before Begin) -void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool 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. ImGuiContext& g = *GImGui; - IM_ASSERT(window == g.NavWindow); - bool init_for_nav = false; - if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; - if (init_for_nav) - { - SetNavID(0, g.NavLayer); - g.NavInitRequest = true; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavInitResultRectRel = ImRect(); - NavUpdateAnyRequestFlag(); - } - else - { - g.NavId = window->NavLastIds[0]; - } + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoMerge) && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + //if (window->DockStatus == ImGuiDockStatus_Floating) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + return true; + return false; } -static ImVec2 NavCalcPreferredRefPos() +static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) - { - IM_ASSERT(ImGui::IsMousePosValid()); // This will probably trigger at some point, please share your repro! - return ImFloor(g.IO.MousePos); - } + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + return; + if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport) + return; + if (!viewport->GetRect().Contains(window->Rect())) + return; + if (GetWindowAlwaysWantOwnViewport(window)) + return; - // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = g.NavWindow->Viewport->GetRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); } -static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N) +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. ImGuiContext& g = *GImGui; - for (int i = g.Windows.Size-1; i >= 0; i--) - if (g.Windows[i] == window) - return i; - return -1; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + g.MovingWindow = window; } -static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +void ImGui::UpdateMouseMovingWindow() { ImGuiContext& g = *GImGui; - for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir) - if (ImGui::IsWindowNavFocusable(g.Windows[i])) - return g.Windows[i]; - return NULL; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + moving_window->Viewport->Pos = pos; + } + FocusWindow(g.MovingWindow); + } + else + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } } -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +// 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. +// B) It requires Platform_GetWindowFocus to be implemented by back-end. +static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos) { ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) - - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; + ImGuiViewportP* best_candidate = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) + best_candidate = viewport; + } + return best_candidate; } -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) { - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerMainRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.LastItemRect.Translate(delta); + window->DC.LastItemDisplayRect.Translate(delta); } -static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +static void ScaleWindow(ImGuiWindow* window, float scale) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget); - if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) - return; - - const int i_current = FindWindowIndex(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.Windows.Size - 1) : 0, i_current, focus_change_dir); - if (window_target) // Don't reset windowing target if there's a single window in the list - g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; - g.NavWindowingToggleLayer = false; + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + window->SizeContents = ImFloor(window->SizeContents * scale); } -// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) -static void ImGui::NavUpdateWindowing() +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { ImGuiContext& g = *GImGui; - ImGuiWindow* apply_focus_window = NULL; - bool apply_toggle_layer = false; - - ImGuiWindow* modal_window = GetFrontMostPopupModal(); - if (modal_window != NULL) + if (viewport->Window) { - g.NavWindowingTarget = NULL; - return; + ScaleWindow(viewport->Window, scale); } - - // Fade out - if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + else { - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); - if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) - g.NavWindowingTargetAnim = NULL; + for (int i = 0; i != g.Windows.Size; i++) + if (g.Windows[i]->Viewport == viewport) + ScaleWindow(g.Windows[i], scale); } +} - // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); - if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1)) - { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window; - g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; - } +static void ImGui::UpdateViewports() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); - // Gamepad update - g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + // Update main viewport with current platform position and size + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport); + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) { - // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + // Erase unused viewports + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; - // Select window to focus - const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); - if (focus_change_dir != 0) + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { - NavUpdateWindowingHighlightWindow(focus_change_dir); - g.NavWindowingHighlightAlpha = 1.0f; - } + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + if (g.Windows[window_n]->Viewport == viewport) + g.Windows[window_n]->Viewport = NULL; + g.Viewports.erase(g.Viewports.Data + n); - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) - { - g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. - if (g.NavWindowingToggleLayer && g.NavWindow) - apply_toggle_layer = true; - else if (!g.NavWindowingToggleLayer) - apply_focus_window = g.NavWindowingTarget; - g.NavWindowingTarget = NULL; + // Destroy + if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_DELETE(viewport); + n--; + continue; } - } - // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) - { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressedMap(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); - if (!g.IO.KeyCtrl) - apply_focus_window = g.NavWindowingTarget; - } + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + // Apply 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->PlatformRequestMove) + viewport->Pos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = g.PlatformIO.Platform_GetWindowSize(viewport); - // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) - if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) - apply_toggle_layer = true; + // Translate imgui windows when a Host Viewport has been moved + ImVec2 delta = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (delta.x != 0.0f || delta.y != 0.0f)) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + if (g.Windows[window_n]->Viewport == viewport) + TranslateWindow(g.Windows[window_n], delta); - // Move window - if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) - { - ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) + // Update monitor (we'll use this info to clamp windows and save windows lost in a removed monitor) + viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect()); + } + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { - const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; - g.NavDisableMouseHover = true; - MarkIniSettingsDirty(g.NavWindowingTarget); + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); } + viewport->DpiScale = new_dpi_scale; } - // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window); - FocusWindow(apply_focus_window); - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1)) - g.NavLayer = 1; + g.MouseViewport = main_viewport; + return; } - if (apply_focus_window) - g.NavWindowingTarget = NULL; - // Apply menu/layer toggle - if (apply_toggle_layer && g.NavWindow) + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { - // Move to parent menu if necessary - ImGuiWindow* new_nav_window = g.NavWindow; - while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - new_nav_window = new_nav_window->ParentWindow; - - if (new_nav_window != g.NavWindow) + viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) { - ImGuiWindow* old_nav_window = g.NavWindow; - FocusWindow(new_nav_window); - new_nav_window->NavLastChildNavWindow = old_nav_window; + // 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); } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0); } + 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. + // 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); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // 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; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); } -// Window has already passed the IsWindowNavFocusable() -static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +static bool IsWindowActiveAndVisible(ImGuiWindow* window) { - if (window->Flags & ImGuiWindowFlags_Popup) - return "(Popup)"; - if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) - return "(Main menu bar)"; - return "(Untitled)"; + return (window->Active) && (!window->Hidden); } -// Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::UpdatePlatformWindows() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget != NULL); - - if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + g.Viewports[0]->LastPos = g.Viewports[0]->Pos; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) return; - if (g.NavWindowingList == NULL) - g.NavWindowingList = FindWindowByName("###NavWindowingList"); - ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); - SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); - PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); - for (int n = g.Windows.Size - 1; n >= 0; n--) + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) { - ImGuiWindow* window = g.Windows[n]; - if (!IsWindowNavFocusable(window)) + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window (the implicit Debug window will be registered its viewport then be disabled) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + viewport->CreatedPlatformWindow = false; + IM_ASSERT(viewport->RendererUserData == NULL); + IM_ASSERT(viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + continue; + } + if (viewport->LastFrameActive < g.FrameCount) continue; - const char* label = window->Name; - if (label == FindRenderedTextEnd(label)) - label = GetFallbackWindowNameForWindowingList(window); - Selectable(label, g.NavWindowingTarget == window); - } - End(); - PopStyleVar(); -} -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; + // New windows that appears directly in a new viewport won't always have a size on their frame + if (viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; - 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; - } -} + // Update viewport flags + if (viewport->Window != NULL) + { + bool topmost = (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) != 0; + bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + viewport->Flags = topmost ? (viewport->Flags | ImGuiViewportFlags_TopMost) : (viewport->Flags & ~ImGuiViewportFlags_TopMost); + viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon); + } -static void ImGui::NavUpdate() -{ - ImGuiContext& g = *GImGui; - g.IO.WantSetMousePos = false; + // Create window + bool is_new_window = (viewport->CreatedPlatformWindow == false); + if (is_new_window) + { + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + viewport->RendererLastSize = viewport->Size; + viewport->CreatedPlatformWindow = true; + } -#if 0 - if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); -#endif + // Apply Position and Size (from ImGui to Platform/Renderer back-ends) + if (!viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if (!viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if (g.PlatformIO.Renderer_SetWindowSize && (viewport->RendererLastSize.x != viewport->Size.x || viewport->RendererLastSize.y != viewport->Size.y)) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->RendererLastSize = viewport->Size; - bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = viewport->Window) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHash(title_begin, (int)(title_end - title_begin)); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) - if (nav_gamepad_active) - if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) - g.NavInputSource = ImGuiInputSource_NavGamepad; + // Update alpha + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; - // Update Keyboard->Nav inputs mapping - if (nav_keyboard_active) - { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); - NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; - #undef NAV_MAP_KEY - } + // Show window. On startup ensure platform window don't get focus + if (is_new_window) + { + if (g.FrameCount < 2) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + g.PlatformIO.Platform_ShowWindow(viewport); + } - memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) - g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + // Even without focus, we assume the window becomes front-most. This is used by our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) + viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount; - // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) - { - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); - if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + // Clear request flags + viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false; } - g.NavInitRequest = false; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavJustMovedToId = 0; - // Process navigation move request - if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0)) + // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. + if (g.PlatformIO.Platform_GetWindowFocus != NULL) { - // Select which result to use - ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) - if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) - result = &g.NavMoveResultLocalVisibleSet; - - // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. - if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) - if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) - result = &g.NavMoveResultOther; - IM_ASSERT(g.NavWindow && result->Window); - - // Scroll to keep newly navigated item fully into view. - if (g.NavLayer == 0) + ImGuiViewportP* focused_viewport = NULL; + for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++) + if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL || g.Viewports[i]->CreatedPlatformWindow) + if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i])) + focused_viewport = g.Viewports[i]; + if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); - - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); - - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) + focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount; + g.PlatformLastFocusedViewport = focused_viewport->ID; } - - // Apply result from previous frame navigation directional move request - ClearActiveID(); - g.NavWindow = result->Window; - SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); - g.NavJustMovedToId = result->ID; - g.NavMoveFromClampedRefRect = false; } +} - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) +// This is a default/basic function for performing the rendering/swap of multiple platform windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) { - IM_ASSERT(g.NavMoveRequest); - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) - g.NavDisableHighlight = false; - g.NavMoveRequestForward = ImGuiNavForward_None; + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } +} - // Apply application mouse position movement, after we had a chance to process move request result. - if (g.NavMousePosDirty && g.NavIdIsAlive) +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) { - // Set mouse position given our knowledge of the navigated item position from last frame - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) { - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) { - g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); - g.IO.WantSetMousePos = true; + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; } - g.NavMousePosDirty = false; + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; } - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; - IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); - - // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 - if (g.NavWindow) - NavSaveLastChildNavWindow(g.NavWindow); - if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) - g.NavWindow->NavLastChildNavWindow = NULL; +} - NavUpdateWindowing(); +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + return; + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; - // Set output flags for user application - g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). + ImGuiWindow* window = g.HoveredWindow; + ImGuiWindow* scroll_window = window; + while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow) + scroll_window = scroll_window->ParentWindow; + const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs); - // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + if (g.IO.MouseWheel != 0.0f) { - if (g.ActiveId != 0) + if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - ClearActiveID(); + // Zoom / Scale window + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + window->Pos += offset; + window->Size *= scale; + window->SizeFull *= scale; } - else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (!g.IO.KeyCtrl && scroll_allowed) { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0); - g.NavIdIsAlive = false; - if (g.NavDisableMouseHover) - g.NavMousePosDirty = true; - } - else if (g.OpenPopupStack.Size > 0) - { - // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1); - } - else if (g.NavLayer != 0) - { - // Leave the "menu" layer - NavRestoreLayer(0); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + // Mouse wheel vertical scrolling + float scroll_amount = 5 * scroll_window->CalcFontSize(); + scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); + SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); } } - - // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); - if (g.ActiveId == 0 && activate_pressed) - g.NavActivateId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) - g.NavActivateDownId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) - g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; + // Mouse wheel horizontal scrolling (for hardware that supports it) + float scroll_amount = scroll_window->CalcFontSize(); + SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); } - if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - g.NavDisableHighlight = true; - if (g.NavActivateId != 0) - IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - g.NavMoveRequest = false; +} - // Process programmatic activation request - if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; - g.NavNextActivateId = 0; +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; - // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; - if (g.NavMoveRequestForward == ImGuiNavForward_None) + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + FindHoveredWindow(); + 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(); + if (modal_window) + if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = 0; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) - { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held)) - { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) - { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); - } - else - { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - } - } - } + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; - if (g.NavMoveDir != ImGuiDir_None) - { - g.NavMoveRequest = true; - g.NavMoveDirLast = g.NavMoveDir; - } + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} - // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match - if (g.NavMoveRequest && g.NavId == 0) - { - g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; - g.NavDisableHighlight = false; - } +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + ImGuiContext& g = *GImGui; - NavUpdateAnyRequestFlag(); + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); - // Scrolling - if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Perform simple check: the beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigResizeWindowsFromEdges = false; + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - // *Fallback* manual-scroll with Nav directional keys when window has no navigable item - ImGuiWindow* window = g.NavWindow; - const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { - if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() at the end of the previous frame?"); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function! +#endif } - - // *Normal* Manual scroll with NavScrollXXX keys - // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) + else { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - g.NavMoveFromClampedRefRect = true; + // Disable feature, our back-ends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; } - if (scroll_dir.y != 0.0f) + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - g.NavMoveFromClampedRefRect = true; + ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; + 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); } } - // Reset search results - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisibleSet.Clear(); - g.NavMoveResultOther.Clear(); - - // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items - if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + // Load settings on first frame (if not explicitly loaded manually before) + if (!g.SettingsLoaded) { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); - if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) - { - float pad = window->CalcFontSize() * 0.5f; - window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); - g.NavId = 0; - } - g.NavMoveFromClampedRefRect = false; + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; } - // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); - g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0); - g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); - g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); - g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; - IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; -#if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(NULL); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } -#endif -} - -static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) -{ - window->Viewport = viewport; - window->ViewportId = viewport->ID; - window->ViewportOwned = (viewport->Window == window); -} - -static bool 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. - ImGuiContext& g = *GImGui; - if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoMerge) && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - //if (window->DockStatus == ImGuiDockStatus_Floating) - if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) - return true; - return false; -} - -static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) -{ - ImGuiContext& g = *GImGui; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - return; - if (!(viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) || window->Viewport == viewport) - return; - if (!viewport->GetRect().Contains(window->Rect())) - return; - if (GetWindowAlwaysWantOwnViewport(window)) - return; - - // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) - ImGuiViewportP* old_viewport = window->Viewport; - if (window->ViewportOwned) - for (int n = 0; n < g.Windows.Size; n++) - if (g.Windows[n]->Viewport == old_viewport) - SetWindowViewport(g.Windows[n], viewport); - SetWindowViewport(window, viewport); -} - -void ImGui::StartMouseMovingWindow(ImGuiWindow* window) -{ - // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. - ImGuiContext& g = *GImGui; - FocusWindow(window); - SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; - if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) - g.MovingWindow = window; -} - -// Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -void ImGui::UpdateMouseMovingWindow() -{ - ImGuiContext& g = *GImGui; - if (g.MovingWindow != NULL) + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) { - // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). - // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. - KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) { - ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) - { - MarkIniSettingsDirty(moving_window); - SetWindowPos(moving_window, pos, ImGuiCond_Always); - if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. - moving_window->Viewport->Pos = pos; - } - FocusWindow(g.MovingWindow); + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; } - else - { - // Try to merge the window back into the main viewport. - // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + } - // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. - if (!IsDragDropPayloadBeingAccepted()) - g.MouseViewport = moving_window->Viewport; + g.Time += g.IO.DeltaTime; + g.FrameScopeActive = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; - // Clear the NoInput window flag set by the Viewport system - moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + UpdateViewports(); - ClearActiveID(); - g.MovingWindow = NULL; - } - } - else - { - // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. - if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) - { - KeepAliveID(g.ActiveId); - if (!g.IO.MouseDown[0]) - ClearActiveID(); - } - } -} + // Setup current font, and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + ImVec2 virtual_space_max(0,0); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space_max = ImMax(virtual_space_max, g.Viewports[n]->Pos + g.Viewports[n]->Size); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; -// 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. -// B) It requires Platform_GetWindowFocus to be implemented by back-end. -static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos) -{ - ImGuiContext& g = *GImGui; - ImGuiViewportP* best_candidate = NULL; + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport. for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - if (!(viewport->Flags & ImGuiViewportFlags_NoInputs) && viewport->GetRect().Contains(mouse_platform_pos)) - if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) - best_candidate = viewport; + viewport->DrawData = NULL; + viewport->DrawDataP.Clear(); } - return best_candidate; -} -static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) -{ - window->Pos += delta; - window->ClipRect.Translate(delta); - window->OuterRectClipped.Translate(delta); - window->InnerMainRect.Translate(delta); - window->DC.CursorPos += delta; - window->DC.CursorStartPos += delta; - window->DC.CursorMaxPos += delta; - window->DC.LastItemRect.Translate(delta); - window->DC.LastItemDisplayRect.Translate(delta); -} + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); -static void ScaleWindow(ImGuiWindow* window, float scale) -{ - ImVec2 origin = window->Viewport->Pos; - window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - window->SizeContents = ImFloor(window->SizeContents * scale); -} + // Clear reference to active widget if the widget isn't alive anymore + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdIsAlive = 0; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) + g.ScalarAsInputTextId = 0; -// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) -void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) -{ - ImGuiContext& g = *GImGui; - if (viewport->Window) - { - ScaleWindow(viewport->Window, scale); - } - else - { - for (int i = 0; i != g.Windows.Size; i++) - if (g.Windows[i]->Viewport == viewport) - ScaleWindow(g.Windows[i], scale); - } -} + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSourceOrTarget = false; -static void ImGui::UpdateViewports() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + // Update keyboard input state + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; - // Update main viewport with current platform position and size - ImGuiViewportP* main_viewport = g.Viewports[0]; - IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); - ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); - if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport); - AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, g.IO.DisplaySize, ImGuiViewportFlags_CanHostOtherWindows); + // Update gamepad/keyboard directional navigation + NavUpdate(); - g.CurrentViewport = NULL; - g.MouseViewport = NULL; - for (int n = 0; n < g.Viewports.Size; n++) - { - // Erase unused viewports - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->Idx = n; + // Update mouse input state + UpdateMouseInputs(); - if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) - { - // Clear references to this viewport in windows (window->ViewportId becomes the master data) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport) - g.Windows[window_n]->Viewport = NULL; - g.Viewports.erase(g.Viewports.Data + n); + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - // Destroy - if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; - IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); - IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); - IM_DELETE(viewport); - n--; - continue; - } - - if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - { - // Apply 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->PlatformRequestMove) - viewport->Pos = g.PlatformIO.Platform_GetWindowPos(viewport); - if (viewport->PlatformRequestResize) - viewport->Size = g.PlatformIO.Platform_GetWindowSize(viewport); + // Find hovered window + // (needs to be before UpdateMovingWindow so we fill HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); - // Translate imgui windows when a Host Viewport has been moved - ImVec2 delta = viewport->Pos - viewport->LastPos; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (delta.x != 0.0f || delta.y != 0.0f)) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport) - TranslateWindow(g.Windows[window_n], delta); + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindow(); - // Update monitor (we'll use this info to clamp windows and save windows lost in a removed monitor) - viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect()); - } + // Background darkening/whitening + if (GetFrontMostPopupModal() != 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); - // Update DPI scale - float new_dpi_scale; - if (g.PlatformIO.Platform_GetWindowDpiScale) - new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); - else - new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; - if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) - { - float scale_factor = new_dpi_scale / viewport->DpiScale; - if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) - ScaleWindowsInViewport(viewport, scale_factor); - //if (viewport == GetMainViewport()) - // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + g.PlatformImePosViewport = NULL; - // Scale our window moving pivot so that the window will rescale roughly around the mouse position. - // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. - // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) - //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) - // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); - } - viewport->DpiScale = new_dpi_scale; - } + // Mouse wheel scrolling, scale + UpdateMouseWheel(); - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + // Pressing TAB activate widget focus + if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) { - g.MouseViewport = main_viewport; - return; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; } + g.NavIdTabCounter = INT_MAX; - // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. - // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. - ImGuiViewportP* viewport_hovered = NULL; - if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) - { - viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL; - if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) - { - // 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); - } - } - else + // Mark all windows as not visible + for (int i = 0; i != g.Windows.Size; i++) { - // 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. - // 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); + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; } - if (viewport_hovered != NULL) - g.MouseLastHoveredViewport = viewport_hovered; - else if (g.MouseLastHoveredViewport == NULL) - g.MouseLastHoveredViewport = g.Viewports[0]; - // 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; - else - g.MouseViewport = g.MouseLastHoveredViewport; + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusFrontMostActiveWindowIgnoringOne(NULL); - // 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. - const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; - if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) - viewport_hovered = g.MouseLastHoveredViewport; - if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !ImGui::IsAnyMouseDown()) - if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) - g.MouseViewport = viewport_hovered; + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.CurrentPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow); - IM_ASSERT(g.MouseViewport != NULL); + // Create implicit window - 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. + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); } -static bool IsWindowActiveAndVisible(ImGuiWindow* window) +void ImGui::Initialize(ImGuiContext* context) { - return (window->Active) && (!window->Hidden); + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHash("Window", 0, 0); + ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; + ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; + ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; + g.SettingsHandlers.push_front(ini_handler); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->CreatedPlatformWindow = true; // Set this flag so DestroyPlatformWindows() gives a chance for backend to receive DestroyWindow calls for the main viewport. + g.Viewports.push_back(viewport); + g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + g.Initialized = true; } -void ImGui::UpdatePlatformWindows() +void ImGui::DestroyPlatformWindows() { + // We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data + // have stored in e.g. PlatformHandle. + // It is expected that the back-end stored a flag to remember that it doesn't own the window created for the main viewport, + // and won't destroy the underlying platform/renderer data (e.g. ImGuiContext& g = *GImGui; - IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); - IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); - g.FrameCountPlatformEnded = g.FrameCount; - g.Viewports[0]->LastPos = g.Viewports[0]->Pos; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - return; - - // Create/resize/destroy platform windows to match each active viewport. - // Skip the main viewport (index 0), which is always fully handled by the application! - for (int i = 1; i < g.Viewports.Size; i++) - { - ImGuiViewportP* viewport = g.Viewports[i]; - viewport->LastPos = viewport->Pos; - - // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window (the implicit Debug window will be registered its viewport then be disabled) - bool destroy_platform_window = false; - destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); - destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); - if (destroy_platform_window) + for (int i = 0; i < g.Viewports.Size; i++) + if (g.Viewports[i]->CreatedPlatformWindow) { - if (viewport->CreatedPlatformWindow && g.PlatformIO.Renderer_DestroyWindow) - g.PlatformIO.Renderer_DestroyWindow(viewport); - if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow) - g.PlatformIO.Platform_DestroyWindow(viewport); - viewport->CreatedPlatformWindow = false; - IM_ASSERT(viewport->RendererUserData == NULL); - IM_ASSERT(viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); - continue; + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(g.Viewports[i]); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(g.Viewports[i]); + g.Viewports[i]->CreatedPlatformWindow = false; } - if (viewport->LastFrameActive < g.FrameCount) - continue; +} - // New windows that appears directly in a new viewport won't always have a size on their frame - if (viewport->Size.x <= 0 || viewport->Size.y <= 0) - continue; +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + IM_DELETE(g.IO.Fonts); + g.IO.Fonts = NULL; - // Update viewport flags - if (viewport->Window != NULL) - { - bool topmost = (viewport->Window->Flags & ImGuiWindowFlags_Tooltip) != 0; - bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; - viewport->Flags = topmost ? (viewport->Flags | ImGuiViewportFlags_TopMost) : (viewport->Flags & ~ImGuiViewportFlags_TopMost); - viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon); - } + // Cleanup of other data are conditional on actually having initialized ImGui. + if (!g.Initialized) + return; - // Create window - bool is_new_window = (viewport->CreatedPlatformWindow == false); - if (is_new_window) - { - g.PlatformIO.Platform_CreateWindow(viewport); - if (g.PlatformIO.Renderer_CreateWindow != NULL) - g.PlatformIO.Renderer_CreateWindow(viewport); - viewport->RendererLastSize = viewport->Size; - viewport->CreatedPlatformWindow = true; - } + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); - // Apply Position and Size (from ImGui to Platform/Renderer back-ends) - if (!viewport->PlatformRequestMove) - g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); - if (!viewport->PlatformRequestResize) - g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); - if (g.PlatformIO.Renderer_SetWindowSize && (viewport->RendererLastSize.x != viewport->Size.x || viewport->RendererLastSize.y != viewport->Size.y)) - g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); - viewport->RendererLastSize = viewport->Size; + // Destroy platform windows + ImGuiContext* backup_context = ImGui::GetCurrentContext(); + SetCurrentContext(context); + DestroyPlatformWindows(); + SetCurrentContext(backup_context); - // Update title bar (if it changed) - if (ImGuiWindow* window_for_title = viewport->Window) - { - const char* title_begin = window_for_title->Name; - char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); - const ImGuiID title_hash = ImHash(title_begin, (int)(title_end - title_begin)); - if (viewport->LastNameHash != title_hash) - { - char title_end_backup_c = *title_end; - *title_end = 0; // Cut existing buffer short instead of doing an alloc/free - g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); - *title_end = title_end_backup_c; - viewport->LastNameHash = title_hash; - } - } + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.CurrentPopupStack.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.PrivateClipboard.clear(); + g.InputTextState.TextW.clear(); + g.InputTextState.InitialText.clear(); + g.InputTextState.TempBuffer.clear(); - // Update alpha - if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) - g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); - viewport->LastAlpha = viewport->Alpha; + for (int i = 0; i < g.SettingsWindows.Size; i++) + IM_DELETE(g.SettingsWindows[i].Name); + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); - // Show window. On startup ensure platform window don't get focus - if (is_new_window) - { - if (g.FrameCount < 2) - viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; - g.PlatformIO.Platform_ShowWindow(viewport); - } + if (g.LogFile && g.LogFile != stdout) + { + fclose(g.LogFile); + g.LogFile = NULL; + } + g.LogClipboard.clear(); - // Even without focus, we assume the window becomes front-most. This is used by our platform z-order heuristic when io.MouseHoveredViewport is not available. - if (is_new_window && viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) - viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount; + g.Initialized = false; +} - // Clear request flags - viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false; - } +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} - // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. - if (g.PlatformIO.Platform_GetWindowFocus != NULL) +static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) { - ImGuiViewportP* focused_viewport = NULL; - for (int i = 0; i < g.Viewports.Size && focused_viewport == NULL; i++) - if (g.Viewports[i]->PlatformUserData != NULL || g.Viewports[i]->PlatformHandle != NULL || g.Viewports[i]->CreatedPlatformWindow) - if (g.PlatformIO.Platform_GetWindowFocus(g.Viewports[i])) - focused_viewport = g.Viewports[i]; - if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID) + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) { - if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount) - focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount; - g.PlatformLastFocusedViewport = focused_viewport->ID; + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortedBuffer(out_sorted_windows, child); } } } -// This is a default/basic function for performing the rendering/swap of multiple platform windows. -// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. -// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: -// -// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); -// for (int i = 1; i < platform_io.Viewports.Size; i++) -// MyRenderFunction(platform_io.Viewports[i], my_args); -// for (int i = 1; i < platform_io.Viewports.Size; i++) -// MySwapBufferFunction(platform_io.Viewports[i], my_args); -// -void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { - if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + if (draw_list->CmdBuffer.empty()) return; - // Skip the main viewport (index 0), which is always fully handled by the application! - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - for (int i = 1; i < platform_io.Viewports.Size; i++) - { - ImGuiViewport* viewport = platform_io.Viewports[i]; - if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); - if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); - } - for (int i = 1; i < platform_io.Viewports.Size; i++) + // Remove trailing command if unused + ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); + if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) { - ImGuiViewport* viewport = platform_io.Viewports[i]; - if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); - if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + draw_list->CmdBuffer.pop_back(); + if (draw_list->CmdBuffer.empty()) + return; } + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + 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. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); } -static void ImGui::UpdateMouseInputs() +static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; - else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; - - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if (g.IO.MouseClicked[i]) - { - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) - { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click - } - else - { - g.IO.MouseClickedTime[i] = g.Time; - } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; - } - else if (g.IO.MouseDown[i]) - { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); - } - if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - g.NavDisableMouseHover = false; + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); } } -void ImGui::UpdateMouseWheel() +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) - return; - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; - - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - ImGuiWindow* window = g.HoveredWindow; - ImGuiWindow* scroll_window = window; - while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow) - scroll_window = scroll_window->ParentWindow; - const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs); - - if (g.IO.MouseWheel != 0.0f) - { - if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - // Zoom / Scale 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; + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(window, layer); +} - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos += offset; - window->Size *= scale; - window->SizeFull *= scale; - } - else if (!g.IO.KeyCtrl && scroll_allowed) - { - // Mouse wheel vertical scrolling - float scroll_amount = 5 * scroll_window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); - SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); - } - } - if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) { - // Mouse wheel horizontal scrolling (for hardware that supports it) - float scroll_amount = scroll_window->CalcFontSize(); - SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); } } -// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) -void ImGui::UpdateHoveredWindowAndCaptureFlags() +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) { - ImGuiContext& g = *GImGui; - - // Find the window hovered by mouse: - // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. - // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. - // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. - FindHoveredWindow(); - 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(); - if (modal_window) - if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - - // Disabled mouse? - if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - - // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. - int mouse_earliest_button_down = -1; - bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; + for (int n = 0; n < draw_lists->Size; n++) { - if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); - mouse_any_down |= g.IO.MouseDown[i]; - if (g.IO.MouseDown[i]) - if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) - mouse_earliest_button_down = i; + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; } - const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; - - // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. - // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) - const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; - if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) - 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) - 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) - if (g.WantCaptureKeyboardNextFrame != -1) - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - g.IO.WantCaptureKeyboard = true; +// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} - // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible - g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); } -void ImGui::NewFrame() +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); ImGuiContext& g = *GImGui; - - // Check user data - // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); - IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); - - // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - - // Perform simple check: the beta io.ConfigResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if (g.IO.ConfigResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) - g.IO.ConfigResizeWindowsFromEdges = false; - - // Perform simple checks: multi-viewport and platform windows support - if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) - { - IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() at the end of the previous frame?"); - IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); - IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function! -#endif - } - else - { - // Disable feature, our back-ends do not support it - g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; - } - - // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) - { - ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; - 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); - } - } - - // Load settings on first frame (if not explicitly loaded manually before) - if (!g.SettingsLoaded) - { - IM_ASSERT(g.SettingsWindows.empty()); - if (g.IO.IniFilename) - LoadIniSettingsFromDisk(g.IO.IniFilename); - g.SettingsLoaded = true; - } - - // Save settings (with a delay after the last modification, so we don't spam disk too much) - if (g.SettingsDirtyTimer > 0.0f) - { - g.SettingsDirtyTimer -= g.IO.DeltaTime; - if (g.SettingsDirtyTimer <= 0.0f) - { - if (g.IO.IniFilename != NULL) - SaveIniSettingsToDisk(g.IO.IniFilename); - else - g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. - g.SettingsDirtyTimer = 0.0f; - } - } - - g.Time += g.IO.DeltaTime; - g.FrameScopeActive = true; - g.FrameCount += 1; - g.TooltipOverrideCount = 0; - g.WindowsActiveCount = 0; - - UpdateViewports(); - - // Setup current font, and draw list shared data - // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! - g.IO.Fonts->Locked = true; - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); - ImVec2 virtual_space_max(0,0); - for (int n = 0; n < g.Viewports.Size; n++) - virtual_space_max = ImMax(virtual_space_max, g.Viewports[n]->Pos + g.Viewports[n]->Size); - g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y); - g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. + return; + IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()"); - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport. - for (int n = 0; n < g.Viewports.Size; n++) + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.PlatformIO.Platform_SetImeInputPos && g.PlatformImePosViewport != NULL && ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f) { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawData = NULL; - viewport->DrawDataP.Clear(); + g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); + g.PlatformImeLastPos = g.PlatformImePos; + g.PlatformImePosViewport = NULL; } - // Drag and drop keep the source ID alive so even if the source disappear our state is consistent - if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) - KeepAliveID(g.DragDropPayload.SourceId); - - // Clear reference to active widget if the widget isn't alive anymore - if (!g.HoveredIdPreviousFrame) - g.HoveredIdTimer = 0.0f; - if (g.HoveredId) - g.HoveredIdTimer += g.IO.DeltaTime; - g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredId = 0; - g.HoveredIdAllowOverlap = false; - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) - ClearActiveID(); - if (g.ActiveId) - g.ActiveIdTimer += g.IO.DeltaTime; - g.LastActiveIdTimer += g.IO.DeltaTime; - g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; - g.ActiveIdIsAlive = 0; - g.ActiveIdPreviousFrameIsAlive = false; - g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; - - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSourceOrTarget = false; - - // Update keyboard input state - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; - - // Update gamepad/keyboard directional navigation - NavUpdate(); - - // Update mouse input state - UpdateMouseInputs(); - - // Calculate frame-rate for the user, as a purely luxurious feature - g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - - // Find hovered window - // (needs to be before UpdateMovingWindow so we fill HoveredWindowUnderMovingWindow on the mouse release frame) - UpdateHoveredWindowAndCaptureFlags(); - - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) - UpdateMouseMovingWindow(); - - // Background darkening/whitening - if (GetFrontMostPopupModal() != 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); - - g.MouseCursor = ImGuiMouseCursor_Arrow; - g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default - g.PlatformImePosViewport = NULL; - - // Mouse wheel scrolling, scale - UpdateMouseWheel(); + // Hide implicit "Debug" window if it hasn't been used + IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name? + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); - // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) - { - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); - else - g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; - } - g.NavIdTabCounter = INT_MAX; - - // Mark all windows as not visible - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - window->WasActive = window->Active; - window->BeginCount = 0; - window->Active = false; - window->WriteAccessed = false; - } - - // Closing the focused window restore focus to the first active root window in descending z-order - if (g.NavWindow && !g.NavWindow->WasActive) - FocusFrontMostActiveWindowIgnoringOne(NULL); - - // No window should be open at the beginning of the frame. - // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. - g.CurrentWindowStack.resize(0); - g.CurrentPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow); - - // Create implicit window - 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. - SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); - Begin("Debug##Default"); -} - -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) -{ - ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0)); - if (!settings) - settings = CreateNewWindowSettings(name); - return (void*)settings; -} - -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) -{ - ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; - int i; - 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); } - 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, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } -} - -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) -{ - // Gather data from windows that were active during this session - ImGuiContext& g = *imgui_ctx; - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Flags & ImGuiWindowFlags_NoSavedSettings) - continue; - - ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); - if (!settings) - { - settings = CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); - } - IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos - window->ViewportPos; - settings->Size = window->SizeFull; - settings->ViewportId = window->ViewportId; - settings->ViewportPos = window->ViewportPos; - settings->Collapsed = window->Collapsed; - } - - // Write a buffer - // If a window wasn't opened in this session we preserve its settings - buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve - for (int i = 0; i != g.SettingsWindows.Size; i++) - { - const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - 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); - 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("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); - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); - buf->appendf("\n"); - } -} - -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; - IM_ASSERT(!g.Initialized && !g.SettingsLoaded); - - // Add .ini handle for ImGuiWindow type - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHash("Window", 0, 0); - ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_front(ini_handler); - - // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; - viewport->Idx = 0; - viewport->CreatedPlatformWindow = true; // Set this flag so DestroyPlatformWindows() gives a chance for backend to receive DestroyWindow calls for the main viewport. - g.Viewports.push_back(viewport); - g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) - g.PlatformIO.Viewports.push_back(g.Viewports[0]); - - g.Initialized = true; -} - -void ImGui::DestroyPlatformWindows() -{ - // We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data - // have stored in e.g. PlatformHandle. - // It is expected that the back-end stored a flag to remember that it doesn't own the window created for the main viewport, - // and won't destroy the underlying platform/renderer data (e.g. - ImGuiContext& g = *GImGui; - for (int i = 0; i < g.Viewports.Size; i++) - if (g.Viewports[i]->CreatedPlatformWindow) - { - if (g.PlatformIO.Renderer_DestroyWindow) - g.PlatformIO.Renderer_DestroyWindow(g.Viewports[i]); - if (g.PlatformIO.Platform_DestroyWindow) - g.PlatformIO.Platform_DestroyWindow(g.Viewports[i]); - g.Viewports[i]->CreatedPlatformWindow = false; - } -} - -// This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) -{ - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) - IM_DELETE(g.IO.Fonts); - g.IO.Fonts = NULL; - - // Cleanup of other data are conditional on actually having initialized ImGui. - if (!g.Initialized) - return; - - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) - if (g.SettingsLoaded && g.IO.IniFilename != NULL) - SaveIniSettingsToDisk(g.IO.IniFilename); - - // Destroy platform windows - ImGuiContext* backup_context = ImGui::GetCurrentContext(); - SetCurrentContext(context); - DestroyPlatformWindows(); - SetCurrentContext(backup_context); - - // Clear everything else - for (int i = 0; i < g.Windows.Size; i++) - IM_DELETE(g.Windows[i]); - g.Windows.clear(); - g.WindowsSortBuffer.clear(); - g.CurrentWindow = NULL; - g.CurrentWindowStack.clear(); - g.WindowsById.Clear(); - g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; - g.ColorModifiers.clear(); - g.StyleModifiers.clear(); - g.FontStack.clear(); - g.OpenPopupStack.clear(); - g.CurrentPopupStack.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.PrivateClipboard.clear(); - g.InputTextState.TextW.clear(); - g.InputTextState.InitialText.clear(); - g.InputTextState.TempBuffer.clear(); - - for (int i = 0; i < g.SettingsWindows.Size; i++) - IM_DELETE(g.SettingsWindows[i].Name); - g.SettingsWindows.clear(); - g.SettingsHandlers.clear(); - - if (g.LogFile && g.LogFile != stdout) - { - fclose(g.LogFile); - g.LogFile = NULL; - } - g.LogClipboard.clear(); - - g.Initialized = false; -} - -ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - for (int i = 0; i != g.SettingsWindows.Size; i++) - if (g.SettingsWindows[i].ID == id) - return &g.SettingsWindows[i]; - return NULL; -} - -static ImGuiWindowSettings* CreateNewWindowSettings(const char* name) -{ - ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back(ImGuiWindowSettings()); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); - settings->Name = ImStrdup(name); - settings->ID = ImHash(name, 0); - return settings; -} - -void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) -{ - size_t file_data_size = 0; - char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); - if (!file_data) - return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - ImGui::MemFree(file_data); -} - -ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) -{ - ImGuiContext& g = *GImGui; - const ImGuiID type_hash = ImHash(type_name, 0, 0); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].TypeHash == type_hash) - return &g.SettingsHandlers[handler_n]; - return NULL; -} - -// Zero-tolerance, no error reporting, cheap .ini parsing -void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); - - // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). - // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. - if (ini_size == 0) - ini_size = strlen(ini_data); - char* buf = (char*)ImGui::MemAlloc(ini_size + 1); - char* buf_end = buf + ini_size; - memcpy(buf, ini_data, ini_size); - buf[ini_size] = 0; - - void* entry_data = NULL; - ImGuiSettingsHandler* entry_handler = NULL; - - char* line_end = NULL; - for (char* line = buf; line < buf_end; line = line_end + 1) - { - // Skip new lines markers, then find end of the line - while (*line == '\n' || *line == '\r') - line++; - line_end = line; - while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') - line_end++; - line_end[0] = 0; - - if (line[0] == '[' && line_end > line && line_end[-1] == ']') - { - // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. - line_end[-1] = 0; - const char* name_end = line_end - 1; - const char* type_start = line + 1; - char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); - const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; - if (!type_end || !name_start) - { - name_start = type_start; // Import legacy entries that have no type - type_start = "Window"; - } - else - { - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' - } - entry_handler = FindSettingsHandler(type_start); - entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; - } - else if (entry_handler != NULL && entry_data != NULL) - { - // Let type handler parse the line - entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); - } - } - - ImGui::MemFree(buf); - g.SettingsLoaded = true; -} - -void ImGui::SaveIniSettingsToDisk(const char* ini_filename) -{ - ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - if (!ini_filename) - return; - - size_t ini_data_size = 0; - const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - FILE* f = ImFileOpen(ini_filename, "wt"); - if (!f) - return; - fwrite(ini_data, sizeof(char), ini_data_size, f); - fclose(f); -} - -// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer -const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) -{ - ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - g.SettingsIniData.Buf.resize(0); - g.SettingsIniData.Buf.push_back(0); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - { - ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; - handler->WriteAllFn(&g, handler, &g.SettingsIniData); - } - if (out_size) - *out_size = (size_t)g.SettingsIniData.size(); - return g.SettingsIniData.c_str(); -} - -void ImGui::MarkIniSettingsDirty() -{ - ImGuiContext& g = *GImGui; - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; -} - -void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; -} - -// FIXME: Add a more explicit sort order in the window structure. -static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) -{ - const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; - const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; - if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) - return d; - if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) - return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); -} - -static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) -{ - out_sorted_windows->push_back(window); - if (window->Active) - { - int count = window->DC.ChildWindows.Size; - if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); - for (int i = 0; i < count; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (child->Active) - AddWindowToSortedBuffer(out_sorted_windows, child); - } - } -} - -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) -{ - if (draw_list->CmdBuffer.empty()) - return; - - // Remove trailing command if unused - ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); - if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) - { - draw_list->CmdBuffer.pop_back(); - if (draw_list->CmdBuffer.empty()) - return; - } - - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. - IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); - IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - 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. - if (sizeof(ImDrawIdx) == 2) - IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); - - out_list->push_back(draw_list); -} - -static void AddWindowToDrawData(ImGuiWindow* window, int layer) -{ - ImGuiContext& g = *GImGui; - g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); - for (int i = 0; i < window->DC.ChildWindows.Size; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active - AddWindowToDrawData(child, layer); - } -} - -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData(ImGuiWindow* window) -{ - int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(window, layer); -} - -void ImDrawDataBuilder::FlattenIntoSingleLayer() -{ - int n = Layers[0].Size; - int size = n; - for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) - size += Layers[i].Size; - Layers[0].resize(size); - for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) - { - ImVector& layer = Layers[layer_n]; - if (layer.empty()) - continue; - memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); - n += layer.Size; - layer.resize(0); - } -} - -static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) -{ - ImDrawData* draw_data = &viewport->DrawDataP; - viewport->DrawData = draw_data; // Make publicly accessible - draw_data->Valid = true; - draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; - draw_data->CmdListsCount = draw_lists->Size; - draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = viewport->Pos; - draw_data->DisplaySize = viewport->Size; - for (int n = 0; n < draw_lists->Size; n++) - { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; - } -} - -// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. -void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); - window->ClipRect = window->DrawList->_ClipRectStack.back(); -} - -void ImGui::PopClipRect() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DrawList->PopClipRect(); - window->ClipRect = window->DrawList->_ClipRectStack.back(); -} - -// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. -void ImGui::EndFrame() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. - return; - IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()"); - - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.PlatformIO.Platform_SetImeInputPos && g.PlatformImePosViewport != NULL && ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f) - { - g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); - g.PlatformImeLastPos = g.PlatformImePos; - g.PlatformImePosViewport = NULL; - } - - // Hide implicit "Debug" window if it hasn't been used - IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name? - if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) - g.CurrentWindow->Active = false; - End(); - - // Draw modal whitening background on _other_ viewports than the one the modal is one - ImGuiWindow* modal_window = GetFrontMostPopupModal(); - const bool dim_bg_for_modal = (modal_window != NULL); - const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); - if (dim_bg_for_modal || dim_bg_for_window_list) - for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_n]; - if (modal_window && viewport == modal_window->Viewport) - continue; - if (g.NavWindowingList && viewport == g.NavWindowingList->Viewport) - continue; - if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport) - continue; - ImDrawList* draw_list = GetOverlayDrawList(viewport); - const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); - } - - // Show CTRL+TAB list - if (g.NavWindowingTarget) - NavUpdateWindowingList(); - - SetCurrentViewport(NULL, NULL); - - // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) - if (g.DragDropActive) - { - bool is_delivered = g.DragDropPayload.Delivery; - bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); - if (is_delivered || is_elapsed) - ClearDragDrop(); - } - - // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) - { - g.DragDropWithinSourceOrTarget = true; - SetTooltip("..."); - g.DragDropWithinSourceOrTarget = false; - } - - // Initiate moving window - if (g.ActiveId == 0 && g.HoveredId == 0) - { - if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear - { - // Click to focus window and start moving (after we're done with all our widgets) - if (g.IO.MouseClicked[0]) - { - if (g.HoveredRootWindow != NULL) - StartMouseMovingWindow(g.HoveredWindow); - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) - FocusWindow(NULL); // Clicking on void disable focus - } - - // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) - if (g.IO.MouseClicked[1]) - { - // Find the top-most window between HoveredWindow and the front most Modal Window. - // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); - bool hovered_window_above_modal = false; - if (modal == NULL) - hovered_window_above_modal = true; - for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (window == modal) - break; - if (window == g.HoveredWindow) - hovered_window_above_modal = true; - } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); - } - } - } - - // Update user-facing viewport list - g.PlatformIO.MainViewport = g.Viewports[0]; - g.PlatformIO.Viewports.resize(0); - for (int i = 0; i < g.Viewports.Size; i++) - { - ImGuiViewportP* viewport = g.Viewports[i]; - if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) - continue; - if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) - continue; - if (i > 0) - IM_ASSERT(viewport->Window != NULL); - g.PlatformIO.Viewports.push_back(viewport); - } - - // Sort the window list so that all child windows are after their parent - // We cannot do that on FocusWindow() because childs may not exist yet - g.WindowsSortBuffer.resize(0); - g.WindowsSortBuffer.reserve(g.Windows.Size); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it - continue; - AddWindowToSortedBuffer(&g.WindowsSortBuffer, window); - } - - IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong - g.Windows.swap(g.WindowsSortBuffer); - g.IO.MetricsActiveWindows = g.WindowsActiveCount; - - // Unlock font atlas - g.IO.Fonts->Locked = false; - - // Clear Input data for next frame - g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); - - g.FrameScopeActive = false; - g.FrameCountEnded = g.FrameCount; -} - -void ImGui::Render() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - - if (g.FrameCountEnded != g.FrameCount) - ImGui::EndFrame(); - g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; - for (int n = 0; n != g.Viewports.Size; n++) - g.Viewports[n]->DrawDataBuilder.Clear(); - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_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]) - 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]); - - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); - - // Setup ImDrawData structures for end-user - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - if (viewport->OverlayDrawList != NULL) - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetOverlayDrawList(viewport)); - SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); - g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; - g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; - } - - // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (g.Viewports[0]->DrawData->CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) - g.IO.RenderDrawListsFn(g.Viewports[0]->DrawData); -#endif -} - -ImGuiViewport* ImGui::GetMainViewport() -{ - ImGuiContext& g = *GImGui; - return g.Viewports[0]; -} - -ImGuiViewportP* ImGui::FindViewportByID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < g.Viewports.Size; n++) - if (g.Viewports[n]->ID == id) - return g.Viewports[n]; - return NULL; -} - -ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) -{ - ImGuiContext& g = *GImGui; - for (int i = 0; i != g.Viewports.Size; i++) - if (g.Viewports[i]->PlatformHandle == platform_handle) - return g.Viewports[i]; - return NULL; -} - -void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) -{ - ImGuiContext& g = *GImGui; - if (viewport) - { - // First window submitted gets viewport ownership - // [2018-07-18] This is problematic: e.g. a drag and drop tooltip may steal viewport of the window it is hovered. Disabling, will rework in Docking branch. - (void)current_window; - /* - if (viewport->LastFrameActive < g.FrameCount && viewport->Window != current_window && viewport->Window != NULL && current_window != NULL) - { - //printf("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, current_window->Name, viewport->ID, viewport->Window->Name); - viewport->Window = current_window; - viewport->ID = current_window->ID; - } - */ - viewport->LastFrameActive = g.FrameCount; - } - if (g.CurrentViewport == viewport) - return; - g.CurrentViewport = viewport; - - // Notify platform layer of viewport changes - // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI - if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) - g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); -} - -ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0); - - ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); - if (viewport) - { - viewport->Pos = pos; - viewport->Size = size; - } - else - { - // New viewport - viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = id; - viewport->Idx = g.Viewports.Size; - viewport->Pos = viewport->LastPos = pos; - viewport->Size = size; - viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect()); - g.Viewports.push_back(viewport); - - if (window && (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)) - flags |= ImGuiViewportFlags_NoFocusOnAppearing; - - // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. - // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame - g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); - g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); - - // Request an initial DpiScale before the OS platform window creation - // This is so we can select an appropriate font size on the first frame of our window lifetime - if (g.PlatformIO.Platform_GetWindowDpiScale) - viewport->DpiScale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); - } - - viewport->Window = window; - viewport->Flags = flags; - viewport->LastFrameActive = g.FrameCount; - IM_ASSERT(window == NULL || viewport->ID == window->ID); - - if (window != NULL) - window->ViewportOwned = true; - - return viewport; -} - -const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) -{ - const char* text_display_end = text; - if (!text_end) - text_end = (const char*)-1; - - while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) - text_display_end++; - return text_display_end; -} - -// Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) -{ - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); - if (g.LogFile) - vfprintf(g.LogFile, fmt, args); - else - g.LogClipboard.appendfv(fmt, args); - va_end(args); -} - -// Internal version that takes a position to decide on newline placement and pad items according to their depth. -// We split text into individual lines to add current tree level padding -void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (!text_end) - text_end = ImGui::FindRenderedTextEnd(text, text_end); - - const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); - if (ref_pos) - window->DC.LogLinePosY = ref_pos->y; - - const char* text_remaining = text; - if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth - g.LogStartDepth = window->DC.TreeDepth; - const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); - for (;;) - { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - const char* line_end = text_remaining; - while (line_end < text_end) - if (*line_end == '\n') - break; - else - line_end++; - if (line_end >= text_end) - line_end = NULL; - - const bool is_first_line = (text == text_remaining); - bool is_last_line = false; - if (line_end == NULL) - { - is_last_line = true; - line_end = text_end; - } - if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0)) - { - const int char_count = (int)(line_end - text_remaining); - if (log_new_line || !is_first_line) - ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining); - else - ImGui::LogText(" %.*s", char_count, text_remaining); - } - - if (is_last_line) - break; - text_remaining = line_end + 1; - } -} - -// Internal ImGui functions to render text -// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() -void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Hide anything after a '##' string - const char* text_display_end; - if (hide_text_after_hash) - { - text_display_end = FindRenderedTextEnd(text, text_end); - } - else - { - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT - text_display_end = text_end; - } - - if (text != text_display_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_display_end); - } -} - -void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (!text_end) - text_end = text + strlen(text); // FIXME-OPT - - if (text != text_end) - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); - if (g.LogEnabled) - LogRenderedText(&pos, text, text_end); - } -} - -// Default clip_rect uses (pos_min,pos_max) -// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) -{ - // Hide anything after a '##' string - const char* text_display_end = FindRenderedTextEnd(text, text_end); - const int text_len = (int)(text_display_end - text); - if (text_len == 0) - return; - - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Perform CPU side clipping for single clipped element to avoid using scissor state - ImVec2 pos = pos_min; - const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); - - const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; - const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; - bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); - if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min - need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); - - // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. - if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); - if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); - - // Render - if (need_clipping) - { - ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); - } - else - { - window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); - } - if (g.LogEnabled) - LogRenderedText(&pos, text, text_display_end); -} - -// Render a rectangle shaped with optional rounding and borders -void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); - const float border_size = g.Style.FrameBorderSize; - if (border && border_size > 0.0f) - { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); - } -} - -void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const float border_size = g.Style.FrameBorderSize; - if (border_size > 0.0f) - { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); - } -} - -// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) -{ - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; - float r = h * 0.40f * scale; - ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); - - ImVec2 a, b, c; - switch (dir) - { - case ImGuiDir_Up: - case ImGuiDir_Down: - if (dir == ImGuiDir_Up) r = -r; - a = ImVec2(+0.000f,+0.750f) * r; - b = ImVec2(-0.866f,-0.750f) * r; - c = ImVec2(+0.866f,-0.750f) * r; - break; - case ImGuiDir_Left: - case ImGuiDir_Right: - if (dir == ImGuiDir_Left) r = -r; - a = ImVec2(+0.750f,+0.000f) * r; - b = ImVec2(-0.750f,+0.866f) * r; - c = ImVec2(-0.750f,-0.866f) * r; - break; - case ImGuiDir_None: - case ImGuiDir_COUNT: - IM_ASSERT(0); - break; - } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); -} - -void ImGui::RenderBullet(ImVec2 pos) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); -} - -void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - float thickness = ImMax(sz / 5.0f, 1.0f); - sz -= thickness*0.5f; - pos += ImVec2(thickness*0.25f, thickness*0.25f); - - float third = sz / 3.0f; - float bx = pos.x + third; - float by = pos.y + sz - third*0.5f; - window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); - window->DrawList->PathLineTo(ImVec2(bx, by)); - window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); - window->DrawList->PathStroke(col, false, thickness); -} - -void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) -{ - ImGuiContext& g = *GImGui; - if (id != g.NavId) - return; - if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) - return; - ImGuiWindow* window = ImGui::GetCurrentWindow(); - if (window->DC.NavHideHighlightOneFrame) - return; - - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; - ImRect display_rect = bb; - display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) - { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); - bool fully_visible = window->ClipRect.Contains(display_rect); - if (!fully_visible) - window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); - if (!fully_visible) - window->DrawList->PopClipRect(); - } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); - } -} - -// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) -ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) -{ - ImGuiContext& g = *GImGui; - - const char* text_display_end; - if (hide_text_after_double_hash) - text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string - else - text_display_end = text_end; - - ImFont* font = g.Font; - const float font_size = g.FontSize; - if (text == text_display_end) - return ImVec2(0.0f, font_size); - ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - - // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field) - const float font_scale = font_size / font->FontSize; - const float character_spacing_x = 1.0f * font_scale; - if (text_size.x > 0.0f) - text_size.x -= character_spacing_x; - text_size.x = (float)(int)(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 called, aka before the next Begin(). Moving window isn't affected. -static void FindHoveredWindow() -{ - ImGuiContext& g = *GImGui; - - // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) - ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; - if (g.MovingWindow) - g.MovingWindow->Viewport = g.MouseViewport; - - ImGuiWindow* hovered_window = NULL; - ImGuiWindow* hovered_window_ignoring_moving_window = NULL; - if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) - hovered_window = g.MovingWindow; - - for (int i = g.Windows.Size - 1; i >= 0; i--) - { - ImGuiWindow* window = g.Windows[i]; - if (!window->Active || window->Hidden) - continue; - if (window->Flags & ImGuiWindowFlags_NoInputs) - continue; - IM_ASSERT(window->Viewport); - if (window->Viewport != g.MouseViewport) - continue; - - // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding); - if (bb.Contains(g.IO.MousePos)) - { - if (hovered_window == NULL) - hovered_window = window; - if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) - hovered_window_ignoring_moving_window = window; - if (hovered_window && hovered_window_ignoring_moving_window) - break; - } - } - - g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; - - if (g.MovingWindow) - g.MovingWindow->Viewport = moving_window_viewport; -} - -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) -{ - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - if (!g.MouseViewport->GetRect().Overlaps(rect_clipped)) - return false; - return true; -} - -int ImGui::GetKeyIndex(ImGuiKey imgui_key) -{ - IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->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]; -} - -int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) -{ - if (t == 0.0f) - return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) - return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 0; -} - -int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) -{ - ImGuiContext& g = *GImGui; - if (key_index < 0) return false; - 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); -} - -bool ImGui::IsKeyPressed(int user_key_index, bool repeat) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[user_key_index]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; -} - -bool ImGui::IsKeyReleased(int user_key_index) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; -} - -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - -bool ImGui::IsMouseClicked(int button, bool repeat) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - 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)) - return true; - } - - return false; -} - -bool ImGui::IsMouseReleased(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDoubleClicked[button]; -} - -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; -} - -ImVec2 ImGui::GetMousePos() -{ - return GImGui->IO.MousePos; -} - -// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! -ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() -{ - ImGuiContext& g = *GImGui; - if (g.CurrentPopupStack.Size > 0) - return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos; - return g.IO.MousePos; -} - -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position -bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) -{ - if (mouse_pos == NULL) - mouse_pos = &GImGui->IO.MousePos; - const float MOUSE_INVALID = -256000.0f; - return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID; -} - -// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). - return ImVec2(0.0f, 0.0f); -} - -void ImGui::ResetMouseDragDelta(int button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp(bool capture) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp(bool capture) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; -} - -bool ImGui::IsItemActive() -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - return g.ActiveId == window->DC.LastItemId; - } - return false; -} - -bool ImGui::IsItemDeactivated() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - 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)); -} - -bool ImGui::IsItemFocused() -{ - ImGuiContext& g = *GImGui; - return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId; -} - -bool ImGui::IsItemClicked(int mouse_button) -{ - return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); -} - -bool ImGui::IsAnyItemHovered() -{ - ImGuiContext& g = *GImGui; - return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; -} - -bool ImGui::IsAnyItemActive() -{ - ImGuiContext& g = *GImGui; - return g.ActiveId != 0; -} - -bool ImGui::IsAnyItemFocused() -{ - ImGuiContext& g = *GImGui; - return g.NavId != 0 && !g.NavDisableHighlight; -} - -bool ImGui::IsItemVisible() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(window->DC.LastItemRect); -} - -bool ImGui::IsItemEdited() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; -} - -// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -void ImGui::SetItemAllowOverlap() -{ - ImGuiContext& g = *GImGui; - if (g.HoveredId == g.CurrentWindow->DC.LastItemId) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == g.CurrentWindow->DC.LastItemId) - g.ActiveIdAllowOverlap = true; -} - -ImVec2 ImGui::GetItemRectMin() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Min; -} - -ImVec2 ImGui::GetItemRectMax() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Max; -} - -ImVec2 ImGui::GetItemRectSize() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.GetSize(); -} - -// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) -{ - ImGuiContext& g = *GImGui; - char window_name[16]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (override_previous_tooltip) - if (ImGuiWindow* window = FindWindowByName(window_name)) - if (window->Active) - { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - window->Hidden = true; - window->HiddenFramesRegular = 1; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); - } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav; - Begin(window_name, NULL, flags | extra_flags); -} - -void ImGui::SetTooltipV(const char* fmt, va_list args) -{ - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - BeginTooltip(); - else - BeginTooltipEx(0, true); - TextV(fmt, args); - EndTooltip(); -} - -void ImGui::SetTooltip(const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - SetTooltipV(fmt, args); - va_end(args); -} - -void ImGui::BeginTooltip() -{ - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) - // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. - // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. - //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); - SetNextWindowPos(tooltip_pos); - SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - BeginTooltipEx(0, true); - } - else - { - BeginTooltipEx(0, false); - } -} - -void ImGui::EndTooltip() -{ - IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls - End(); -} - -// Mark popup as open (toggle toward open state). -// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. -// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). -// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) -void ImGui::OpenPopupEx(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - int current_stack_size = g.CurrentPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. - popup_ref.PopupId = id; - popup_ref.Window = NULL; - popup_ref.ParentWindow = parent_window; - popup_ref.OpenFrameCount = g.FrameCount; - popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenMousePos = g.IO.MousePos; - popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); - - //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); - if (g.OpenPopupStack.Size < current_stack_size + 1) - { - g.OpenPopupStack.push_back(popup_ref); - } - else - { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) - { - g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; - } - else - { - // Close child popups if any, then flag popup for open/reopen - g.OpenPopupStack.resize(current_stack_size + 1); - g.OpenPopupStack[current_stack_size] = popup_ref; - } - - // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). - // This is equivalent to what ClosePopupToLevel() does. - //if (g.OpenPopupStack[current_stack_size].PopupId == id) - // FocusWindow(parent_window); - } -} - -void ImGui::OpenPopup(const char* str_id) -{ - ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id)); -} - -void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) -{ - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.empty()) - return; - - // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. - // Don't close our own child popup windows. - int n = 0; - if (ref_window) - { - for (n = 0; n < g.OpenPopupStack.Size; n++) - { - ImGuiPopupRef& popup = g.OpenPopupStack[n]; - if (!popup.Window) - continue; - IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; - - // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) - bool has_focus = false; - for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++) - has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow); - if (!has_focus) - break; - } - } - if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below - ClosePopupToLevel(n); -} - -ImGuiWindow* ImGui::GetFrontMostPopupModal() -{ - ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) - if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) - if (popup->Flags & ImGuiWindowFlags_Modal) - return popup; - return NULL; -} - -void ImGui::ClosePopupToLevel(int remaining) -{ - IM_ASSERT(remaining >= 0); - ImGuiContext& g = *GImGui; - ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; - if (g.NavLayer == 0) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); - focus_window->DC.NavHideHighlightOneFrame = true; - g.OpenPopupStack.resize(remaining); -} - -void ImGui::ClosePopup(ImGuiID id) -{ - if (!IsPopupOpen(id)) - return; - ImGuiContext& g = *GImGui; - ClosePopupToLevel(g.OpenPopupStack.Size - 1); -} - -// Close the popup we have begin-ed into. -void ImGui::CloseCurrentPopup() -{ - ImGuiContext& g = *GImGui; - int popup_idx = g.CurrentPopupStack.Size - 1; - if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) - return; - while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu)) - popup_idx--; - ClosePopupToLevel(popup_idx); -} - -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - if (!IsPopupOpen(id)) - { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - - char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth - else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); - if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) - EndPopup(); - - return is_open; -} - -bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance - { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} - -bool ImGui::IsPopupOpen(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id; -} - -bool ImGui::IsPopupOpen(const char* str_id) -{ - ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); -} - -bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = window->GetID(name); - if (!IsPopupOpen(id)) - { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - - // Center modal windows by default - // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) - SetNextWindowPos(window->Viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); - - bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings); - if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) - { - EndPopup(); - if (is_open) - ClosePopup(id); - return false; - } - - return is_open; -} - -void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); - g.NavMoveDir = move_dir; - g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; -} - -void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) -{ - ImGuiContext& g = *GImGui; - if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) - return; - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; - - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } -} - -void ImGui::EndPopup() -{ - ImGuiContext& g = *GImGui; (void)g; - IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls - IM_ASSERT(g.CurrentPopupStack.Size > 0); - - // Make all menus and popups wrap around for now, may need to expose that policy. - NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); - - End(); -} - -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id); - return true; - } - return false; -} - -// This is a helper to handle the simplest case of associating one named popup to one given widget. -// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// You can pass a NULL str_id to use the identifier of the last item. -bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} - -bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) -{ - if (!str_id) - str_id = "window_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (also_over_items || !IsAnyItemHovered()) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} - -bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) -{ - if (!str_id) - str_id = "void_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} - -static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - - flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag - - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); - SetNextWindowSize(size); - - // Name - char title[256]; - if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name); - else - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); - - const float backup_border_size = g.Style.ChildBorderSize; - if (!border) - g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(title, NULL, flags); - g.Style.ChildBorderSize = backup_border_size; - - ImGuiWindow* child_window = g.CurrentWindow; - child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; - - // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) - { - FocusWindow(child_window); - NavInitWindow(child_window, false); - SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item - g.ActiveIdSource = ImGuiInputSource_Nav; - } - - return ret; -} - -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); -} - -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); -} - -void ImGui::EndChild() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss - if (window->BeginCount > 1) - { - End(); - } - else - { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) - { - ItemAdd(bb, window->ChildId); - RenderNavHighlight(bb, window->ChildId); - - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); - } - else - { - // Not navigable into - ItemAdd(bb, 0); - } - } -} - -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; -} - -void ImGui::EndChildFrame() -{ - EndChild(); -} - -// Save and compare stack sizes on Begin()/End() to detect usage errors -static void CheckStacksSize(ImGuiWindow* window, bool write) -{ - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - ImGuiContext& g = *GImGui; - int* p_backup = &window->DC.StackSizesBackup[0]; - { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() - IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} - -// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) -// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. -// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor -// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. -// this allows us to have tooltips/popups displayed out of the parent viewport.) -ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) -{ - ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); - - // Combo Box policy (we want a connecting edge) - if (policy == ImGuiPopupPositionPolicy_ComboBox) - { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - ImVec2 pos; - if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) - if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right - if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left - if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left - if (!r_outer.Contains(ImRect(pos, pos + size))) - continue; - *last_dir = dir; - return pos; - } - } - - // Default popup policy - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); - float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - if (avail_w < size.x || avail_h < size.y) - continue; - ImVec2 pos; - pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; - pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; - *last_dir = dir; - return pos; - } - - // Fallback, try to keep within display - *last_dir = ImGuiDir_None; - ImVec2 pos = ref_pos; - pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); - pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); - return pos; -} - -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - ImRect r_screen; - if (window->ViewportAllowPlatformMonitorExtend >= 0) - { - // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; - r_screen.Min = monitor.WorkPos; - r_screen.Max = monitor.WorkPos + monitor.WorkSize; - } - else - { - r_screen.Min = window->Viewport->Pos; - r_screen.Max = window->Viewport->Pos + window->Viewport->Size; - } - ImVec2 padding = g.Style.DisplaySafeAreaPadding; - r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); - return r_screen; -} - -ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (window->Flags & ImGuiWindowFlags_ChildMenu) - { - // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds. - // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. - ImGuiWindow* parent_window = window->ParentWindow; - float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). - ImRect r_outer = GetWindowAllowedExtentRect(window); - ImRect r_avoid; - if (parent_window->DC.MenuBarAppending) - r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); - else - r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); - } - if (window->Flags & ImGuiWindowFlags_Popup) - { - ImRect r_outer = GetWindowAllowedExtentRect(window); - ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); - } - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Position tooltip (always follows mouse) - float sc = g.Style.MouseCursorScale; - ImVec2 ref_pos = NavCalcPreferredRefPos(); - ImRect r_outer = GetWindowAllowedExtentRect(window); - ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); - else - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. - ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); - if (window->AutoPosLastDirection == ImGuiDir_None) - pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. - return pos; - } - IM_ASSERT(0); - return window->Pos; -} - -static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) -{ - window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); - window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); - window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); -} - -ImGuiWindow* ImGui::FindWindowByName(const char* name) -{ - ImGuiContext& g = *GImGui; - ImGuiID id = ImHash(name, 0); - return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); -} - -static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - - // Create window the first time - ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); - window->Flags = flags; - g.WindowsById.SetVoidPtr(window->ID, window); - - // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - window->Pos = main_viewport->Pos + ImVec2(60, 60); - - // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) - { - // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); - SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - if (settings->ViewportId) - { - window->ViewportId = settings->ViewportId; - window->ViewportPos = settings->ViewportPos; - } - else - { - window->ViewportPos = main_viewport->Pos; - } - window->Pos = ImFloor(settings->Pos + window->ViewportPos); - window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); - } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = size; - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values - - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) - { - window->AutoFitFramesX = window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } - else - { - if (window->Size.x <= 0.0f) - window->AutoFitFramesX = 2; - if (window->Size.y <= 0.0f) - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); - } - - if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) - g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once - else - g.Windows.push_back(window); - return window; -} - -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) -{ - ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) - { - // Using -1,-1 on either X/Y axis to preserve the current size. - ImRect cr = g.NextWindowData.SizeConstraintRect; - new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; - new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; - if (g.NextWindowData.SizeCallback) - { - ImGuiSizeCallbackData data; - data.UserData = g.NextWindowData.SizeCallbackUserData; - data.Pos = window->Pos; - data.CurrentSize = window->SizeFull; - data.DesiredSize = new_size; - g.NextWindowData.SizeCallback(&data); - new_size = data.DesiredSize; - } - } - - // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows - } - return new_size; -} - -static ImVec2 CalcSizeContents(ImGuiWindow* window) -{ - 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; -} - -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) -{ - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Tooltip always resize - return size_contents; - } - else - { - // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - - ImVec2 avail_size = window->Viewport->Size; - if (window->ViewportOwned) - avail_size = ImVec2(FLT_MAX, FLT_MAX); - const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; - if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) - avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_contents, 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)) - size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) - size_auto_fit.x += style.ScrollbarSize; - return size_auto_fit; - } -} - -ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) -{ - ImVec2 size_contents = CalcSizeContents(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -static float GetScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); -} - -static float GetScrollMaxY(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, GetScrollMaxX(window)); - scroll.y = ImMin(scroll.y, GetScrollMaxY(window)); - } - return scroll; -} - -static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) -{ - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - return ImGuiCol_PopupBg; - if (flags & ImGuiWindowFlags_ChildWindow) - return ImGuiCol_ChildBg; - return ImGuiCol_WindowBg; -} - -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) -{ - 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); - *out_pos = pos_min; - if (corner_norm.x == 0.0f) - out_pos->x -= (size_constrained.x - size_expected.x); - if (corner_norm.y == 0.0f) - out_pos->y -= (size_constrained.y - size_expected.y); - *out_size = size_constrained; -} - -static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) -{ - ImGuiContext& g = *GImGui; - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) - { - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) - return monitor_n; - } - return -1; -} - -// 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 -static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) -{ - ImGuiContext& g = *GImGui; - float surface_threshold = rect.GetWidth() * rect.GetHeight() * 0.5f; - int best_monitor_n = -1; - float best_monitor_surface = 0.001f; - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) - { - const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect)) - return monitor_n; - ImRect overlapping_rect = rect; - overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); - float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); - if (overlapping_surface < best_monitor_surface) - continue; - best_monitor_surface = overlapping_surface; - best_monitor_n = monitor_n; - } - return best_monitor_n; -} - -// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. -static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; - window->ViewportAllowPlatformMonitorExtend = -1; - - // Restore main viewport if multi-viewport is not supported by the back-end - ImGuiViewportP* main_viewport = g.Viewports[0]; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) - { - window->Viewport = main_viewport; - window->ViewportId = main_viewport->ID; - window->ViewportOwned = false; - return; - } - - // Merge into host viewports (after moving, resizing) - if (window->ViewportOwned && window->ViewportTryMerge && g.ActiveId == 0) - { - UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); - window->ViewportTryMerge = false; - } - window->ViewportOwned = false; - - // Appearing popups reset their viewport so they can inherit again - if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) - { - window->Viewport = NULL; - window->ViewportId = 0; - } - - if (!g.NextWindowData.ViewportCond) - { - // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow) - 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 - if (window->Viewport == NULL && window->ViewportId != 0) - { - window->Viewport = FindViewportByID(window->ViewportId); - if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) - window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_NoDecoration); - } - } - - if (g.NextWindowData.ViewportCond) - { - // Code explicitly request a viewport - window->Viewport = FindViewportByID(g.NextWindowData.ViewportId); - window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. - } - else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) - { - // Always inherit viewport from parent window - window->Viewport = window->ParentWindow->Viewport; - } - else if (flags & ImGuiWindowFlags_Tooltip) - { - window->Viewport = g.MouseViewport; - } - else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) - { - // Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse) - // If we are already in our own viewport, if need to set the NoInputs flag. - // If we have no viewport (which happens when detaching a docked node) immediately create one. - // We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function. - bool has_viewport = (window->Viewport != NULL); - bool own_viewport = has_viewport && (window->Viewport->Window == window); - bool leave_host_viewport = has_viewport && !own_viewport && !window->Viewport->GetRect().Contains(window->Rect()); - bool move_from_own_viewport = has_viewport && own_viewport && !(window->Viewport->Flags & ImGuiViewportFlags_NoInputs); - if (!has_viewport || leave_host_viewport || move_from_own_viewport) - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs); - } - else if (GetWindowAlwaysWantOwnViewport(window)) - { - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration); - } - - // Mark window as allowed to protrude outside of its viewport and into the current monitor - // We need to take account of the possibility that mouse may become invalid. - const bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - { - ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.CurrentPopupStack.back().OpenMousePos; - 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; - } - if (window->ViewportTrySplit && window->ViewportAllowPlatformMonitorExtend < 0) - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; - window->ViewportTrySplit = false; - - // Fallback to default viewport - if (window->Viewport == NULL) - window->Viewport = main_viewport; - - // Update flags - window->ViewportOwned = (window == window->Viewport->Window); - if (window->ViewportOwned) - window->Viewport->Flags |= ImGuiViewportFlags_NoDecoration; - - // If the OS window has a title bar, hide our imgui title bar - if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) - window->Flags |= ImGuiWindowFlags_NoTitleBar; - - window->ViewportId = window->Viewport->ID; -} - -struct ImGuiResizeGripDef -{ - ImVec2 CornerPos; - ImVec2 InnerDir; - int AngleMin12, AngleMax12; -}; - -const ImGuiResizeGripDef resize_grip_def[4] = -{ - { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right - { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left - { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left - { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right -}; - -static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) -{ - ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1,1); - if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness); - if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding); - if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y); - if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); - IM_ASSERT(0); - return ImRect(); -} - -// 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]) -{ - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; - - const int resize_border_count = g.IO.ConfigResizeWindowsFromEdges ? 4 : 0; - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f); - - ImVec2 pos_target(FLT_MAX, FLT_MAX); - ImVec2 size_target(FLT_MAX, FLT_MAX); - - // Manual resize grips - PushID("#RESIZE"); - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); - - // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size); - if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); - if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - - if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) - { - // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); - ClearActiveID(); - } - else if (held) - { - // Resize from any of the four corners - // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target); - } - if (resize_grip_n == 0 || held || hovered) - resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); - } - for (int border_n = 0; border_n < resize_border_count; border_n++) - { - const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check. - const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise - bool hovered, held; - ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE); - ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); - if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held) - { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) *border_held = border_n; - } - if (held) - { - ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); } - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); } - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); } - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); } - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); - } - } - PopID(); - - // Navigation resize (keyboard/gamepad) - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) - { - ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) - { - const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; - resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); - } - } - - // Apply back modified position/size to window - if (size_target.x != FLT_MAX && (size_target.x != window->SizeFull.x || size_target.y != window->SizeFull.y)) - { - window->SizeFull = size_target; - if (window->ViewportOwned) - window->ViewportTryMerge = true; - else - window->ViewportTrySplit = true; - MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); - MarkIniSettingsDirty(window); - } - - window->Size = window->SizeFull; -} - -static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) -{ - window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + window->Size, rect.Min + padding) - window->Size); -} - -void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) -{ - window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; - if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) - window->RootWindow = parent_window->RootWindow; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) - window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; - while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) - window->RootWindowForNav = window->RootWindowForNav->ParentWindow; -} - -// Push a new 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). -// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. -// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. -// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. -bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - IM_ASSERT(name != NULL); // Window name required - IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() - IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet - - // Find or create - ImGuiWindow* window = FindWindowByName(name); - const bool window_just_created = (window == NULL); - 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. - window = CreateNewWindow(name, size_on_first_use, flags); - } - - // Update name when it changes (which can only happen with the "###" operator), but only if it is meant to be displayed to the end user, else there is no point. - if (!window_just_created && window->Viewport && window->Viewport->Window == window && strcmp(name, window->Name) != 0) - { - IM_DELETE(window->Name); - window->Name = ImStrdup(name); - } - - // Automatically disable manual moving/resizing when NoInputs is set - if (flags & ImGuiWindowFlags_NoInputs) - flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - - if (flags & ImGuiWindowFlags_NavFlattened) - IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - - const int current_frame = g.FrameCount; - const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); - if (first_begin_of_the_frame) - { - window->FlagsPreviousFrame = window->Flags; - window->Flags = (ImGuiWindowFlags)flags; - } - else - { - flags = window->Flags; - } - - // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); - 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)); - window->HasCloseButton = (p_open != NULL); - - // 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->HiddenFramesForResize > 0); - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; - window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed - window_just_activated_by_user |= (window != popup_ref.Window); - } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); - - // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindowStack.push_back(window); - g.CurrentWindow = NULL; - CheckStacksSize(window, true); - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; - popup_ref.Window = window; - g.CurrentPopupStack.push_back(popup_ref); - window->PopupId = popup_ref.PopupId; - } - - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - - // 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) - { - window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; - if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) - { - // May be processed on the next frame if this is our first frame and we are measuring size - // FIXME: Look into removing the branch so everything can go through this same code path for consistency. - window->SetWindowPosVal = g.NextWindowData.PosVal; - window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; - window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - } - else - { - SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); - } - } - if (g.NextWindowData.SizeCond) - { - 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(); - } - else if (first_begin_of_the_frame) - { - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } - if (g.NextWindowData.CollapsedCond) - SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) - FocusWindow(window); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); - - // When reusing window again multiple times a frame, just append content (don't need to setup again) - if (first_begin_of_the_frame) - { - // Initialize - const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - - window->Active = true; - window->BeginOrderWithinParent = 0; - window->BeginOrderWithinContext = g.WindowsActiveCount++; - window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); - window->LastFrameActive = current_frame; - window->IDStack.resize(1); - - // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS - - // Update contents size from last frame for auto-fitting (or use explicit size) - window->SizeContents = CalcSizeContents(window); - if (window->HiddenFramesRegular > 0) - window->HiddenFramesRegular--; - if (window->HiddenFramesForResize > 0) - window->HiddenFramesForResize--; - - // Hide new windows for one frame until they calculate their size - if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesForResize = 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. - if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) - { - window->HiddenFramesForResize = 1; - if (flags & ImGuiWindowFlags_AlwaysAutoResize) - { - if (!window_size_x_set_by_api) - 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); - } - } - - // SELECT VIEWPORT - // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - - UpdateSelectWindowViewport(window); - SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; - SetCurrentWindow(window); - flags = window->Flags; - - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) - window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; - - // Collapse window by double-clicking on title bar - // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) - { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. - ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) - window->WantCollapseToggle = true; - if (window->WantCollapseToggle) - { - window->Collapsed = !window->Collapsed; - MarkIniSettingsDirty(window); - FocusWindow(window); - } - } - else - { - window->Collapsed = false; - } - window->WantCollapseToggle = false; - - // 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); - 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; - if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; - } - 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; - 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; - if (!window->Collapsed) - MarkIniSettingsDirty(window); - } - - // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(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); - } - - // POSITION - - // Popup latch its initial position, will position itself when it appears next frame - if (window_just_activated_by_user) - { - window->AutoPosLastDirection = ImGuiDir_None; - if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) - window->Pos = g.CurrentPopupStack.back().OpenPopupPos; - } - - // Position child window - if (flags & ImGuiWindowFlags_ChildWindow) - { - window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size; - parent_window->DC.ChildWindows.push_back(window); - if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = parent_window->DC.CursorPos; - } - - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 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) - 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) - window->Pos = FindBestWindowPosForPopup(window); - else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) - window->Pos = FindBestWindowPosForPopup(window); - - if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned) - { - if (!window->Viewport->GetRect().Contains(window->Rect())) - { - // Late create viewport, based on the assumption that with our calculations, the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) - //ImGuiViewport* old_viewport = window->Viewport; - ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ((window->Flags & ImGuiWindowFlags_NoInputs) ? ImGuiViewportFlags_NoInputs : 0); - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, viewport_flags); - - // FIXME-DPI - //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong - SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; - SetCurrentWindow(window); - } - } - - // Synchronize viewport --> window in case the platform window has been moved or resized from the OS/WM - if (window->ViewportOwned) - { - if (window->Viewport->PlatformRequestMove) - { - window->Pos = window->Viewport->Pos; - window->ViewportTryMerge = true; - } - if (window->Viewport->PlatformRequestResize) - { - window->Size = window->SizeFull = window->Viewport->Size; - window->ViewportTryMerge = true; - } - - // 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 - window->Viewport->Flags |= ImGuiViewportFlags_NoRendererClear; - } - - // Clamp position 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) - { - ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) - ClampWindowRect(window, viewport_rect, clamp_padding); - else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) - { - IM_ASSERT(window->Viewport->PlatformMonitor != INT_MIN); - if (window->Viewport->PlatformMonitor == -1) - { - // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport - SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always); - window->ViewportTryMerge = true; - } - else - { - ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; - ClampWindowRect(window, ImRect(monitor.WorkPos, monitor.WorkPos + monitor.WorkSize), clamp_padding); - } - } - } - 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) - window->WindowRounding = 0.0f; - - // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); - window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; - window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - - // Apply window focus (new and reactivated windows are moved to front) - bool want_focus = false; - if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) - if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) - want_focus = true; - - // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = g.IO.ConfigResizeWindowsFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - if (!window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); - - // Synchronize window --> viewport - if (window->ViewportOwned) - { - if (!window->Viewport->PlatformRequestMove) - window->Viewport->Pos = window->Pos; - if (!window->Viewport->PlatformRequestResize) - window->Viewport->Size = window->Size; - viewport_rect = window->Viewport->GetRect(); - } - - // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) - window->ViewportPos = window->Viewport->Pos; - - // 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); - else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); - - // 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); - - // 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->HiddenFramesForResize <= 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) - { - const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); - } - - // Draw navigation selection/windowing rectangle background - if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) - { - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); - } - - // Draw window + handle manual resize - 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); - const ImRect title_bar_rect = window->TitleBarRect(); - 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 - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - if (g.NextWindowData.BgAlphaCond != 0) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT); - if (window->ViewportOwned) - { - //window->Viewport->Alpha = ((bg_col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) / 255.0f; - bg_col = (bg_col | IM_COL32_A_MASK); - } - 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 - ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - 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, menu_bar_rect.Max, 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); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiLayoutType_Horizontal); - if (window->ScrollbarY) - Scrollbar(ImGuiLayoutType_Vertical); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(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.CornerPos); - 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 - if (window_border_size > 0.0f) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size); - if (border_held != -1) - { - ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f); - window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size)); - } - if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar)) - window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); - } - - // 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); - } - - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; - - // 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. - 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)); - - // 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.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.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f); - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; - window->DC.MenuBarAppending = false; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; - window->DC.ChildWindows.resize(0); - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; - window->DC.ItemWidth = window->ItemWidthDefault; - window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemFlagsStack.resize(0); - window->DC.ItemWidthStack.resize(0); - window->DC.TextWrapPosStack.resize(0); - window->DC.ColumnsSet = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeDepthMayJumpToParentOnPop = 0x00; - window->DC.StateStorage = &window->StateStorage; - window->DC.GroupStack.resize(0); - window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); - - if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) - { - window->DC.ItemFlags = parent_window->DC.ItemFlags; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); - } - - if (window->AutoFitFramesX > 0) - window->AutoFitFramesX--; - if (window->AutoFitFramesY > 0) - window->AutoFitFramesY--; - - // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) - if (want_focus) + // Draw modal whitening background on _other_ viewports than the one the modal is one + ImGuiWindow* modal_window = GetFrontMostPopupModal(); + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); + if (dim_bg_for_modal || dim_bg_for_window_list) + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) { - FocusWindow(window); - NavInitWindow(window, false); + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + if (modal_window && viewport == modal_window->Viewport) + continue; + if (g.NavWindowingList && viewport == g.NavWindowingList->Viewport) + continue; + if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport) + continue; + ImDrawList* draw_list = GetOverlayDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); } - // Close from platform window - if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) - { - window->Viewport->PlatformRequestClose = false; - *p_open = false; - } + // Show CTRL+TAB list + if (g.NavWindowingTarget) + NavUpdateWindowingList(); - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent++; - window->DC.NavLayerCurrentMask <<= 1; + SetCurrentViewport(NULL, NULL); - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } - // Close button - if (p_open != NULL) + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) + { + g.DragDropWithinSourceOrTarget = true; + SetTooltip("..."); + g.DragDropWithinSourceOrTarget = false; + } + + // Initiate moving window + if (g.ActiveId == 0 && g.HoveredId == 0) + { + if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear + { + // Click to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) { - const float pad = style.FramePadding.y; - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) - *p_open = false; + if (g.HoveredRootWindow != NULL) + StartMouseMovingWindow(g.HoveredWindow); + else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + FocusWindow(NULL); // Clicking on void disable focus } - window->DC.NavLayerCurrent--; - window->DC.NavLayerCurrentMask >>= 1; - window->DC.ItemFlags = item_flags_backup; - - // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.) - ImVec2 text_size = CalcTextSize(name, NULL, true); - 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); + // With right mouse button we close popups without changing focus + // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the front most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetFrontMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); + } } - - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - 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? - /* - if (g.ActiveId == move_id) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) - ImGui::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); - - // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.). - window->DC.LastItemId = window->MoveId; - window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; - window->DC.LastItemRect = title_bar_rect; } - else + + // Update user-facing viewport list + g.PlatformIO.MainViewport = g.Viewports[0]; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) { - // Append - SetCurrentViewport(window, window->Viewport); - SetCurrentWindow(window); + ImGuiViewportP* viewport = g.Viewports[i]; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); } - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because childs may not exist yet + g.WindowsSortBuffer.resize(0); + g.WindowsSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortedBuffer(&g.WindowsSortBuffer, window); + } - // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) - if (first_begin_of_the_frame) - window->WriteAccessed = false; + IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong + g.Windows.swap(g.WindowsSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; - window->BeginCount++; - g.NextWindowData.Clear(); + // Unlock font atlas + g.IO.Fonts->Locked = false; - if (flags & ImGuiWindowFlags_ChildWindow) - { - // Child window can be out of sight and have "negative" clip windows. - // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) - window->HiddenFramesRegular = 1; + g.FrameScopeActive = false; + g.FrameCountEnded = g.FrameCount; +} - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) - window->HiddenFramesRegular = 1; - } +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); - // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) - if (style.Alpha <= 0.0f) - window->HiddenFramesRegular = 1; + if (g.FrameCountEnded != g.FrameCount) + ImGui::EndFrame(); + g.FrameCountRendered = g.FrameCount; - // Update the Hidden flag - window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize); + // Gather ImDrawList to render (for each active window) + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + for (int n = 0; n != g.Viewports.Size; n++) + g.Viewports[n]->DrawDataBuilder.Clear(); + ImGuiWindow* windows_to_render_front_most[2]; + windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_front_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]) + 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]); - // Return false if we don't intend to display anything to allow user to perform an early out optimization - window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0; + // Draw software mouse cursor if requested + if (g.IO.MouseDrawCursor) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); - return !window->SkipItems; -} + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + if (viewport->OverlayDrawList != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetOverlayDrawList(viewport)); + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; + g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; + } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. + // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() #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) - ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - - // Old API feature: override the window background alpha with a parameter. - if (bg_alpha_override >= 0.0f) - ImGui::SetNextWindowBgAlpha(bg_alpha_override); + if (g.Viewports[0]->DrawData->CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(g.Viewports[0]->DrawData); +#endif +} - return ImGui::Begin(name, p_open, flags); +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; } -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGui::End() +ImGuiViewportP* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + for (int n = 0; n < g.Viewports.Size; n++) + if (g.Viewports[n]->ID == id) + return g.Viewports[n]; + return NULL; +} - if (window->DC.ColumnsSet != NULL) - EndColumns(); - PopClipRect(); // Inner window clip rectangle +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (int i = 0; i != g.Viewports.Size; i++) + if (g.Viewports[i]->PlatformHandle == platform_handle) + return g.Viewports[i]; + return NULL; +} - // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging - LogFinish(); +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport) + { + // First window submitted gets viewport ownership + // [2018-07-18] This is problematic: e.g. a drag and drop tooltip may steal viewport of the window it is hovered. Disabling, will rework in Docking branch. + (void)current_window; + /* + if (viewport->LastFrameActive < g.FrameCount && viewport->Window != current_window && viewport->Window != NULL && current_window != NULL) + { + //printf("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, current_window->Name, viewport->ID, viewport->Window->Name); + viewport->Window = current_window; + viewport->ID = current_window->ID; + } + */ + viewport->LastFrameActive = g.FrameCount; + } + if (g.CurrentViewport == viewport) + return; + g.CurrentViewport = viewport; - // Pop from window stack - g.CurrentWindowStack.pop_back(); - if (window->Flags & ImGuiWindowFlags_Popup) - g.CurrentPopupStack.pop_back(); - CheckStacksSize(window, false); - SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); - if (g.CurrentWindow) - SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } -// Vertical scrollbar -// The entire piece of code below is rather confusing because: -// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) -// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar -// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -void ImGui::Scrollbar(ImGuiLayoutType direction) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const bool horizontal = (direction == ImGuiLayoutType_Horizontal); - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); - - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect window_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size) - : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); - if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f) - return; + IM_ASSERT(id != 0); - int window_rounding_corners; - if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + viewport->Pos = pos; + viewport->Size = size; + } else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); - - // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; - - // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) - // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); - const float grab_h_norm = grab_h_pixels / scrollbar_size_v; - - // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). - bool held = false; - bool hovered = false; - const bool previously_held = (g.ActiveId == id); - ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); - float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - if (held && grab_h_norm < 1.0f) - { - float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; - float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; - - // Click position in scrollbar normalized space (0.0f->1.0f) - const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); - - bool seek_absolute = false; - if (!previously_held) - { - // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } - else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } - } + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = size; + viewport->PlatformMonitor = FindPlatformMonitorForRect(viewport->GetRect()); + g.Viewports.push_back(viewport); - // 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; + if (window && (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; - // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); - grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); - // 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; + // Request an initial DpiScale before the OS platform window creation + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (g.PlatformIO.Platform_GetWindowDpiScale) + viewport->DpiScale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); } - // Render - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); - ImRect grab_rect; - if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); - else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); - window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); -} + viewport->Window = window; + viewport->Flags = flags; + viewport->LastFrameActive = g.FrameCount; + IM_ASSERT(window == NULL || viewport->ID == window->ID); -void ImGui::BringWindowToFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - 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 - if (g.Windows[i] == window) - { - g.Windows.erase(g.Windows.Data + i); - g.Windows.push_back(window); - break; - } + if (window != NULL) + window->ViewportOwned = true; + + return viewport; } -void ImGui::BringWindowToBack(ImGuiWindow* window) +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) { - ImGuiContext& g = *GImGui; - if (g.Windows[0] == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); - g.Windows[0] = window; - break; - } + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; } -// Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window) +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) { ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow != window) + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) { - g.NavWindow = window; - if (window && g.NavDisableMouseHover) - g.NavMousePosDirty = true; - g.NavInitRequest = false; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavIdIsAlive = false; - g.NavLayer = 0; - //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; } - // Passing NULL allow to disable keyboard focus - if (!window) - return; + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} - // Move the root window to the top of the pile - if (window->RootWindow) - window = window->RootWindow; +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - // Steal focus on active widgets - if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) - ClearActiveID(); + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT - // Bring to front - if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToFront(window); + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } } -void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window) +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + ImGuiContext& g = *GImGui; - for (int i = g.Windows.Size - 1; i >= 0; i--) - if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow)) - { - ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]); - FocusWindow(focus_window); - return; - } -} + ImGuiWindow* window = g.CurrentWindow; -void ImGui::PushItemWidth(float item_width) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); -} + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); -void ImGui::PushMultiItemsWidths(int components, float w_full) -{ - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiStyle& style = GImGui->Style; - if (w_full <= 0.0f) - w_full = CalcItemWidth(); - 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))); - 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(); + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); } -void ImGui::PopItemWidth() +// 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) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } } -float ImGui::CalcItemWidth() +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) { - ImGuiWindow* window = GetCurrentWindowRead(); - float w = window->DC.ItemWidth; - if (w < 0.0f) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) { - // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. - float width_to_right_edge = GetContentRegionAvail().x; - w = ImMax(1.0f, width_to_right_edge + w); + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); } - w = (float)(int)w; - return w; } -void ImGui::SetCurrentFont(ImFont* font) +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) { ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale; - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; + const float h = g.FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f,+0.750f) * r; + b = ImVec2(-0.866f,-0.750f) * r; + c = ImVec2(+0.866f,-0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f,+0.000f) * r; + b = ImVec2(-0.750f,+0.866f) * r; + c = ImVec2(-0.750f,-0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + + g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); } -void ImGui::PushFont(ImFont* font) +void ImGui::RenderBullet(ImVec2 pos) { ImGuiContext& g = *GImGui; - if (!font) - font = GetDefaultFont(); - SetCurrentFont(font); - g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); } -void ImGui::PopFont() +void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) { ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); - g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); -} + ImGuiWindow* window = g.CurrentWindow; -void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (enabled) - window->DC.ItemFlags |= option; - else - window->DC.ItemFlags &= ~option; - window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); -} + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness*0.5f; + pos += ImVec2(thickness*0.25f, thickness*0.25f); -void ImGui::PopItemFlag() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third*0.5f; + window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); + window->DrawList->PathStroke(col, false, thickness); } -void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) { - PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus); -} + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = ImGui::GetCurrentWindow(); + if (window->DC.NavHideHighlightOneFrame) + return; -void ImGui::PopAllowKeyboardFocus() -{ - PopItemFlag(); + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + } } -void ImGui::PushButtonRepeat(bool repeat) +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { - PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); -} + ImGuiContext& g = *GImGui; -void ImGui::PopButtonRepeat() -{ - PopItemFlag(); -} + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; -void ImGui::PushTextWrapPos(float wrap_pos_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back(wrap_pos_x); -} + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); -void ImGui::PopTextWrapPos() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); + // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field) + const float font_scale = font_size / font->FontSize; + const float character_spacing_x = 1.0f * font_scale; + if (text_size.x > 0.0f) + text_size.x -= character_spacing_x; + text_size.x = (float)(int)(text_size.x + 0.95f); + + return text_size; } -// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 -void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +// 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; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); + 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; } -void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +// 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 called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() { ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); - g.Style.Colors[idx] = col; -} -void ImGui::PopStyleColor(int count) -{ - ImGuiContext& g = *GImGui; - while (count > 0) + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; + if (g.MovingWindow) + g.MovingWindow->Viewport = g.MouseViewport; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) + hovered_window = g.MovingWindow; + + for (int i = g.Windows.Size - 1; i >= 0; i--) { - ImGuiColorMod& backup = g.ColorModifiers.back(); - g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); - count--; + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding); + if (bb.Contains(g.IO.MousePos)) + { + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; + + if (g.MovingWindow) + g.MovingWindow->Viewport = moving_window_viewport; } -struct ImGuiStyleVarInfo +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) { - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } -}; + ImGuiContext& g = *GImGui; -static const ImGuiStyleVarInfo GStyleVarInfo[] = -{ - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign -}; + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); -static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) -{ - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + if (!g.MouseViewport->GetRect().Overlaps(rect_clipped)) + return false; + return true; } -void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +int ImGui::GetKeyIndex(ImGuiKey imgui_key) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) - { - ImGuiContext& g = *GImGui; - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + return GImGui->IO.KeyMap[imgui_key]; } -void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +// 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) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) - { - ImGuiContext& g = *GImGui; - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. + 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]; } -void ImGui::PopStyleVar(int count) +int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) { - ImGuiContext& g = *GImGui; - while (count > 0) - { - // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. - ImGuiStyleMod& backup = g.StyleModifiers.back(); - const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } - g.StyleModifiers.pop_back(); - count--; - } + if (t == 0.0f) + return 1; + if (t <= repeat_delay || repeat_rate <= 0.0f) + return 0; + const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); + return (count > 0) ? count : 0; } -const char* ImGui::GetStyleColorName(ImGuiCol idx) +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) { - // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; - switch (idx) - { - case ImGuiCol_Text: return "Text"; - case ImGuiCol_TextDisabled: return "TextDisabled"; - case ImGuiCol_WindowBg: return "WindowBg"; - case ImGuiCol_ChildBg: return "ChildBg"; - case ImGuiCol_PopupBg: return "PopupBg"; - case ImGuiCol_Border: return "Border"; - case ImGuiCol_BorderShadow: return "BorderShadow"; - case ImGuiCol_FrameBg: return "FrameBg"; - case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; - case ImGuiCol_FrameBgActive: return "FrameBgActive"; - case ImGuiCol_TitleBg: return "TitleBg"; - case ImGuiCol_TitleBgActive: return "TitleBgActive"; - case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; - case ImGuiCol_MenuBarBg: return "MenuBarBg"; - case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; - case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; - case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; - case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; - case ImGuiCol_CheckMark: return "CheckMark"; - case ImGuiCol_SliderGrab: return "SliderGrab"; - case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; - case ImGuiCol_Button: return "Button"; - case ImGuiCol_ButtonHovered: return "ButtonHovered"; - case ImGuiCol_ButtonActive: return "ButtonActive"; - case ImGuiCol_Header: return "Header"; - case ImGuiCol_HeaderHovered: return "HeaderHovered"; - case ImGuiCol_HeaderActive: return "HeaderActive"; - case ImGuiCol_Separator: return "Separator"; - case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; - case ImGuiCol_SeparatorActive: return "SeparatorActive"; - case ImGuiCol_ResizeGrip: return "ResizeGrip"; - case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; - case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; - case ImGuiCol_PlotLines: return "PlotLines"; - case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; - case ImGuiCol_PlotHistogram: return "PlotHistogram"; - case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; - case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; - case ImGuiCol_DragDropTarget: return "DragDropTarget"; - case ImGuiCol_NavHighlight: return "NavHighlight"; - case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; - case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; - case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; - } - IM_ASSERT(0); - return "Unknown"; + ImGuiContext& g = *GImGui; + if (key_index < 0) return false; + 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); } -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) { - if (window->RootWindow == potential_parent) + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) return true; - while (window != NULL) - { - if (window == potential_parent) - return true; - window = window->ParentWindow; - } + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; return false; } -bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +bool ImGui::IsKeyReleased(int user_key_index) { - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} - if (flags & ImGuiHoveredFlags_AnyWindow) - { - if (g.HoveredWindow == NULL) - return false; - } - else - { - switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) - return false; - break; - case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindow) - return false; - break; - case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) - return false; - break; - default: - if (g.HoveredWindow != g.CurrentWindow) - return false; - break; - } - } - - if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) - return false; - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) - return false; - return true; +bool ImGui::IsMouseDown(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; } -bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +bool ImGui::IsAnyMouseDown() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} - if (flags & ImGuiFocusedFlags_AnyWindow) - return g.NavWindow != NULL; +bool ImGui::IsMouseClicked(int button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; - switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + if (repeat && t > g.IO.KeyRepeatDelay) { - case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); - default: - return g.NavWindow == g.CurrentWindow; + 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)) + return true; } -} -// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) -{ - return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return false; } -float ImGui::GetWindowWidth() +bool ImGui::IsMouseReleased(int button) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Size.x; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; } -float ImGui::GetWindowHeight() +bool ImGui::IsMouseDoubleClicked(int button) { - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Size.y; + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; } -ImVec2 ImGui::GetWindowPos() +bool ImGui::IsMouseDragging(int button, float lock_threshold) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - return window->Pos; + 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; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) +ImVec2 ImGui::GetMousePos() { - 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; + return GImGui->IO.MousePos; } -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { - 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; + ImGuiContext& g = *GImGui; + if (g.CurrentPopupStack.Size > 0) + return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos; + return g.IO.MousePos; } -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowPosAllowFlags & cond) == 0) - return; - - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); - - // Set - const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); - 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. + if (mouse_pos == NULL) + mouse_pos = &GImGui->IO.MousePos; + const float MOUSE_INVALID = -256000.0f; + return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID; } -void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) { - ImGuiWindow* window = GetCurrentWindowRead(); - SetWindowPos(window, pos, cond); + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). + return ImVec2(0.0f, 0.0f); } -void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +void ImGui::ResetMouseDragDelta(int button) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowPos(window, pos, cond); + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; } -ImVec2 ImGui::GetWindowSize() +ImGuiMouseCursor ImGui::GetMouseCursor() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Size; + return GImGui->MouseCursor; } -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) - return; - - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - - // Set - if (size.x > 0.0f) - { - window->AutoFitFramesX = 0; - window->SizeFull.x = size.x; - } - else - { - window->AutoFitFramesX = 2; - window->AutoFitOnlyGrows = false; - } - if (size.y > 0.0f) - { - window->AutoFitFramesY = 0; - window->SizeFull.y = size.y; - } - else - { - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } + GImGui->MouseCursor = cursor_type; } -void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +void ImGui::CaptureKeyboardFromApp(bool capture) { - SetWindowSize(GImGui->CurrentWindow, size, cond); + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; } -void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +void ImGui::CaptureMouseFromApp(bool capture) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowSize(window, size, cond); + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; } -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +bool ImGui::IsItemActive() { - // Test condition (NB: bit 0 is always true) and clear flags for next time - if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) - return; - window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - - // Set - window->Collapsed = collapsed; + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; } -void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +bool ImGui::IsItemDeactivated() { - SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } -bool ImGui::IsWindowCollapsed() +bool ImGui::IsItemDeactivatedAfterEdit() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Collapsed; + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); } -bool ImGui::IsWindowAppearing() +bool ImGui::IsItemFocused() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->Appearing; + ImGuiContext& g = *GImGui; + return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId; } -void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +bool ImGui::IsItemClicked(int mouse_button) { - if (ImGuiWindow* window = FindWindowByName(name)) - SetWindowCollapsed(window, collapsed, cond); + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } -void ImGui::SetWindowFocus() +bool ImGui::IsAnyItemHovered() { - FocusWindow(GImGui->CurrentWindow); + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; } -void ImGui::SetWindowFocus(const char* name) +bool ImGui::IsAnyItemActive() { - if (name) - { - if (ImGuiWindow* window = FindWindowByName(name)) - FocusWindow(window); - } - else - { - FocusWindow(NULL); - } + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; } -void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +bool ImGui::IsAnyItemFocused() { ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.PosVal = pos; - g.NextWindowData.PosPivotVal = pivot; - g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; -} - -#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); + return g.NavId != 0 && !g.NavDisableHighlight; } -#endif -void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +bool ImGui::IsItemVisible() { - ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.SizeVal = size; - g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); } -void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +bool ImGui::IsItemEdited() { - ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; - g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); - g.NextWindowData.SizeCallback = custom_callback; - g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; } -void ImGui::SetNextWindowContentSize(const ImVec2& size) +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() { 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; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; } -void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +ImVec2 ImGui::GetItemRectMin() { - ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.CollapsedVal = collapsed; - g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; } -void ImGui::SetNextWindowFocus() +ImVec2 ImGui::GetItemRectMax() { - 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) + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; } -void ImGui::SetNextWindowBgAlpha(float alpha) +ImVec2 ImGui::GetItemRectSize() { - ImGuiContext& g = *GImGui; - 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) + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.GetSize(); } -void ImGui::SetNextWindowViewport(ImGuiID id) +static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - g.NextWindowData.ViewportCond = ImGuiCond_Always; - g.NextWindowData.ViewportId = id; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Name + char title[256]; + if (name) + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(title, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = auto_fit_axises; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; } -// In window space (not screen space!) -ImVec2 ImGui::GetContentRegionMax() +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { - ImGuiWindow* window = GetCurrentWindowRead(); - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; - if (window->DC.ColumnsSet) - mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; - return mx; + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); } -ImVec2 ImGui::GetContentRegionAvail() +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { - ImGuiWindow* window = GetCurrentWindowRead(); - return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); } -float ImGui::GetContentRegionAvailWidth() +void ImGui::EndChild() { - return GetContentRegionAvail().x; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } } -// In window space (not screen space!) -ImVec2 ImGui::GetWindowContentRegionMin() +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Min - window->Pos; + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; } -ImVec2 ImGui::GetWindowContentRegionMax() +void ImGui::EndChildFrame() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Max - window->Pos; + EndChild(); } -float ImGui::GetWindowContentRegionWidth() +// Save and compare stack sizes on Begin()/End() to detect usage errors +static void CheckStacksSize(ImGuiWindow* window, bool write) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.GetWidth(); + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + ImGuiContext& g = *GImGui; + int* p_backup = &window->DC.StackSizesBackup[0]; + { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() + { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() + { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() + { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() + { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() + IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); } -float ImGui::GetTextLineHeight() +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { - ImGuiContext& g = *GImGui; - return g.FontSize; + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); } -float ImGui::GetTextLineHeightWithSpacing() +ImGuiWindow* ImGui::FindWindowByName(const char* name) { ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.ItemSpacing.y; + ImGuiID id = ImHash(name, 0); + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); } -float ImGui::GetFrameHeight() +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = settings->ViewportPos; + } + else + { + window->ViewportPos = main_viewport->Pos; + } + window->Pos = ImFloor(settings->Pos + window->ViewportPos); + window->Collapsed = settings->Collapsed; + if (ImLengthSqr(settings->Size) > 0.00001f) + size = ImFloor(settings->Size); + } + window->Size = window->SizeFull = window->SizeFullAtLastBegin = size; + window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; } -float ImGui::GetFrameHeightWithSpacing() +static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; + if (g.NextWindowData.SizeConstraintCond != 0) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; } -ImDrawList* ImGui::GetWindowDrawList() +static ImVec2 CalcSizeContents(ImGuiWindow* window) { - ImGuiWindow* window = GetCurrentWindow(); - return window->DrawList; + 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; } -float ImGui::GetWindowDpiScale() +static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentViewport != NULL); - return g.CurrentViewport->DpiScale; -} + ImGuiStyle& style = g.Style; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_contents; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); -ImGuiViewport* ImGui::GetWindowViewport() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); - return g.CurrentViewport; + ImVec2 avail_size = window->Viewport->Size; + if (window->ViewportOwned) + avail_size = ImVec2(FLT_MAX, FLT_MAX); + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; + ImVec2 size_auto_fit = ImClamp(size_contents, 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)) + size_auto_fit.y += style.ScrollbarSize; + if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } } -ImFont* ImGui::GetFont() +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - return GImGui->Font; + ImVec2 size_contents = CalcSizeContents(window); + return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); } -float ImGui::GetFontSize() +static float GetScrollMaxX(ImGuiWindow* window) { - return GImGui->FontSize; + return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); } -ImVec2 ImGui::GetFontTexUvWhitePixel() +static float GetScrollMaxY(ImGuiWindow* window) { - return GImGui->DrawListSharedData.TexUvWhitePixel; + return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); } -void ImGui::SetWindowFontScale(float scale) +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->FontWindowScale = scale; - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + 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, GetScrollMaxX(window)); + scroll.y = ImMin(scroll.y, GetScrollMaxY(window)); + } + return scroll; } -// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. -// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. -ImVec2 ImGui::GetCursorPos() +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos - window->Pos + window->Scroll; + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; } -float ImGui::GetCursorPosX() +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; + 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); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; } -float ImGui::GetCursorPosY() +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; } -void ImGui::SetCursorPos(const ImVec2& local_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 +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + ImGuiContext& g = *GImGui; + float surface_threshold = rect.GetWidth() * rect.GetHeight() * 0.5f; + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; } -void ImGui::SetCursorPosX(float x) +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); -} + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; -void ImGui::SetCursorPosY(float y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); -} + // Restore main viewport if multi-viewport is not supported by the back-end + ImGuiViewportP* main_viewport = g.Viewports[0]; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + window->Viewport = main_viewport; + window->ViewportId = main_viewport->ID; + window->ViewportOwned = false; + return; + } -ImVec2 ImGui::GetCursorStartPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorStartPos - window->Pos; -} + // Merge into host viewports (after moving, resizing) + if (window->ViewportOwned && window->ViewportTryMerge && g.ActiveId == 0) + { + UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + window->ViewportTryMerge = false; + } + window->ViewportOwned = false; -ImVec2 ImGui::GetCursorScreenPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos; -} + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } -void ImGui::SetCursorScreenPos(const ImVec2& screen_pos) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = screen_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); -} + if (!g.NextWindowData.ViewportCond) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow) + window->Viewport = window->ParentWindow->Viewport; -float ImGui::GetScrollX() -{ - return GImGui->CurrentWindow->Scroll.x; -} + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_NoDecoration); + } + } -float ImGui::GetScrollY() -{ - return GImGui->CurrentWindow->Scroll.y; -} + if (g.NextWindowData.ViewportCond) + { + // Code explicitly request a viewport + window->Viewport = FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + } + else if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + window->Viewport = window->ParentWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) + { + // Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse) + // If we are already in our own viewport, if need to set the NoInputs flag. + // If we have no viewport (which happens when detaching a docked node) immediately create one. + // We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function. + bool has_viewport = (window->Viewport != NULL); + bool own_viewport = has_viewport && (window->Viewport->Window == window); + bool leave_host_viewport = has_viewport && !own_viewport && !window->Viewport->GetRect().Contains(window->Rect()); + bool move_from_own_viewport = has_viewport && own_viewport && !(window->Viewport->Flags & ImGuiViewportFlags_NoInputs); + if (!has_viewport || leave_host_viewport || move_from_own_viewport) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoInputs); + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoDecoration); + } -float ImGui::GetScrollMaxX() -{ - return GetScrollMaxX(GImGui->CurrentWindow); -} + // Mark window as allowed to protrude outside of its viewport and into the current monitor + // We need to take account of the possibility that mouse may become invalid. + const bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.CurrentPopupStack.back().OpenMousePos; + 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; + } + if (window->ViewportTrySplit && window->ViewportAllowPlatformMonitorExtend < 0) + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + window->ViewportTrySplit = false; -float ImGui::GetScrollMaxY() -{ - return GetScrollMaxY(GImGui->CurrentWindow); -} + // Fallback to default viewport + if (window->Viewport == NULL) + window->Viewport = main_viewport; -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + if (window->ViewportOwned) + window->Viewport->Flags |= ImGuiViewportFlags_NoDecoration; -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; -} + // If the OS window has a title bar, hide our imgui title bar + if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + window->Flags |= ImGuiWindowFlags_NoTitleBar; -void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ViewportId = window->Viewport->ID; } -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHere(float center_y_ratio) +struct ImGuiResizeGripDef { - 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); -} + ImVec2 CornerPos; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; -void ImGui::ActivateItem(ImGuiID id) +const ImGuiResizeGripDef resize_grip_def[4] = { - ImGuiContext& g = *GImGui; - g.NavNextActivateId = id; -} + { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right + { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left + { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right +}; -void ImGui::SetKeyboardFocusHere(int offset) +static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { - IM_ASSERT(offset >= -1); // -1 is allowed but not below - ImGuiWindow* window = GetCurrentWindow(); - window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; - window->FocusIdxTabRequestNext = INT_MAX; + ImRect rect = window->Rect(); + if (thickness == 0.0f) rect.Max -= ImVec2(1,1); + if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y, rect.Max.x - perp_padding, rect.Min.y + thickness); + if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding); + if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y); + if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); + IM_ASSERT(0); + return ImRect(); } -void ImGui::SetItemDefaultFocus() +// 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]) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (!window->Appearing) + ImGuiWindowFlags flags = window->Flags; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHere(); - } -} - -void ImGui::SetStateStorage(ImGuiStorage* tree) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.StateStorage = tree ? tree : &window->StateStorage; -} -ImGuiStorage* ImGui::GetStateStorage() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.StateStorage; -} + const int resize_border_count = g.IO.ConfigResizeWindowsFromEdges ? 4 : 0; + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f); -void ImGui::TextV(const char* fmt, va_list args) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); - ImGuiContext& g = *GImGui; - const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextUnformatted(g.TempBuffer, text_end); -} + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); -void ImGui::Text(const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - TextV(fmt, args); - va_end(args); -} + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; -void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) -{ - PushStyleColor(ImGuiCol_Text, col); - TextV(fmt, args); - PopStyleColor(); -} + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check. + const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise + bool hovered, held; + ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE); + ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); } + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); } + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); } + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); } + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); -void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - TextColoredV(col, fmt, args); - va_end(args); -} + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } -void ImGui::TextDisabledV(const char* fmt, va_list args) -{ - PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); - TextV(fmt, args); - PopStyleColor(); -} + // Apply back modified position/size to window + if (size_target.x != FLT_MAX && (size_target.x != window->SizeFull.x || size_target.y != window->SizeFull.y)) + { + window->SizeFull = size_target; + if (window->ViewportOwned) + window->ViewportTryMerge = true; + else + window->ViewportTrySplit = true; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } -void ImGui::TextDisabled(const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - TextDisabledV(fmt, args); - va_end(args); + window->Size = window->SizeFull; } -void ImGui::TextWrappedV(const char* fmt, va_list args) +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) { - bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set - if (need_wrap) PushTextWrapPos(0.0f); - TextV(fmt, args); - if (need_wrap) PopTextWrapPos(); + window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + window->Size, rect.Min + padding) - window->Size); } -void ImGui::TextWrapped(const char* fmt, ...) +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { - va_list args; - va_start(args, fmt); - TextWrappedV(fmt, args); - va_end(args); + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; } -void ImGui::TextUnformatted(const char* text, const char* text_end) +// Push a new 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). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ImGuiContext& g = *GImGui; - IM_ASSERT(text != NULL); - const char* text_begin = text; - if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL); // Window name required + IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); - const float wrap_pos_x = window->DC.TextWrapPos; - const bool wrap_enabled = wrap_pos_x >= 0.0f; - if (text_end - text > 2000 && !wrap_enabled) - { - // Long text! - // Perform manual coarse clipping to optimize for long multi-line text - // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. - // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. - const char* line = text; - const float line_height = GetTextLineHeight(); - const ImRect clip_rect = window->ClipRect; - ImVec2 text_size(0,0); - - if (text_pos.y <= clip_rect.Max.y) - { - ImVec2 pos = text_pos; + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + 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. + window = CreateNewWindow(name, size_on_first_use, flags); + } - // Lines to skip (can't skip when logging text) - if (!g.LogEnabled) - { - int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); - if (lines_skippable > 0) - { - int lines_skipped = 0; - while (line < text_end && lines_skipped < lines_skippable) - { - const char* line_end = strchr(line, '\n'); - if (!line_end) - line_end = text_end; - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - } + // Update name when it changes (which can only happen with the "###" operator), but only if it is meant to be displayed to the end user, else there is no point. + if (!window_just_created && window->Viewport && window->Viewport->Window == window && strcmp(name, window->Name) != 0) + { + IM_DELETE(window->Name); + window->Name = ImStrdup(name); + } - // Lines to render - if (line < text_end) - { - ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); - while (line < text_end) - { - const char* line_end = strchr(line, '\n'); - if (IsClippedEx(line_rect, 0, false)) - break; + // Automatically disable manual moving/resizing when NoInputs is set + if (flags & ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - const ImVec2 line_size = CalcTextSize(line, line_end, false); - text_size.x = ImMax(text_size.x, line_size.x); - RenderText(pos, line, line_end, false); - if (!line_end) - line_end = text_end; - line = line_end + 1; - line_rect.Min.y += line_height; - line_rect.Max.y += line_height; - pos.y += line_height; - } + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - // Count remaining lines - int lines_skipped = 0; - while (line < text_end) - { - const char* line_end = strchr(line, '\n'); - if (!line_end) - line_end = text_end; - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + if (first_begin_of_the_frame) + { + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + } + else + { + flags = window->Flags; + } - text_size.y += (pos - text_pos).y; - } + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + 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)); + window->HasCloseButton = (p_open != NULL); - ImRect bb(text_pos, text_pos + text_size); - ItemSize(bb); - ItemAdd(bb, 0); + // 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->HiddenFramesForResize > 0); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.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); } - else + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindowStack.push_back(window); + g.CurrentWindow = NULL; + CheckStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; + popup_ref.Window = window; + g.CurrentPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } - // Account of baseline offset - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); - if (!ItemAdd(bb, 0)) - return; + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + // 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) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } } -} + if (g.NextWindowData.SizeCond) + { + 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(); + } + else if (first_begin_of_the_frame) + { + window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); + } + if (g.NextWindowData.CollapsedCond) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.FocusCond) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); -void ImGui::AlignTextToFramePadding() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + UpdateWindowParentAndRootLinks(window, flags, parent_window); - 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->Active = true; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = g.WindowsActiveCount++; + window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); + window->LastFrameActive = current_frame; + window->IDStack.resize(1); -// Add a label+text combo aligned to other label+value widgets -void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const float w = CalcItemWidth(); + // Update contents size from last frame for auto-fitting (or use explicit size) + window->SizeContents = CalcSizeContents(window); + if (window->HiddenFramesRegular > 0) + window->HiddenFramesRegular--; + if (window->HiddenFramesForResize > 0) + window->HiddenFramesForResize--; - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0)) - return; + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesForResize = 1; - // Render - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); - if (label_size.x > 0.0f) - RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); -} + // 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. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesForResize = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + 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); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + UpdateSelectWindowViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) + window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // 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); + 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; + if (!window_size_y_set_by_api) + window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + } + 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; + 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; + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } -void ImGui::LabelText(const char* label, const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - LabelTextV(label, fmt, args); - va_end(args); -} + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; -bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + // SCROLLBAR STATUS - if (flags & ImGuiButtonFlags_Disabled) - { - if (out_hovered) *out_hovered = false; - if (out_held) *out_held = false; - if (g.ActiveId == id) ClearActiveID(); - return false; - } + // 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); + } - // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) - flags |= ImGuiButtonFlags_PressedOnClickRelease; + // POSITION - ImGuiWindow* backup_hovered_window = g.HoveredWindow; - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) - g.HoveredWindow = window; + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->Pos = g.CurrentPopupStack.back().OpenPopupPos; + } - bool pressed = false; - bool hovered = ItemHoverable(bb, id); + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } - // Drag source doesn't report as hovered - if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) - hovered = false; + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 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) + 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) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); - // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) - if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned) { - 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 (!window->Viewport->GetRect().Contains(window->Rect())) { - pressed = true; - FocusWindow(window); + // Late create viewport, based on the assumption that with our calculations, the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + ImGuiViewportFlags viewport_flags = ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoFocusOnAppearing | ((window->Flags & ImGuiWindowFlags_NoInputs) ? ImGuiViewportFlags_NoInputs : 0); + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, viewport_flags); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); } } - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) - g.HoveredWindow = backup_hovered_window; - - // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. - if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) - hovered = false; - - // Mouse - if (hovered) - { - if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + // Synchronize viewport --> window in case the platform window has been moved or resized from the OS/WM + if (window->ViewportOwned) { - // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat - // PressedOnClickRelease | * | .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds - // PressedOnClick | | .. - // PressedOnRelease | | .. (NOT on release) - // PressedOnDoubleClick | | .. - // FIXME-NAV: We don't honor those different behaviors. - if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) - { - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); - } - if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + if (window->Viewport->PlatformRequestMove) { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveID) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - FocusWindow(window); + window->Pos = window->Viewport->Pos; + window->ViewportTryMerge = true; } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + if (window->Viewport->PlatformRequestResize) { - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - pressed = true; - ClearActiveID(); + window->Size = window->SizeFull = window->Viewport->Size; + window->ViewportTryMerge = true; } - // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). - // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) - pressed = true; - } - - if (pressed) - g.NavDisableHighlight = true; - } - - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - hovered = true; - - if (g.NavActivateDownId == id) - { - bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); - if (nav_activated_by_code || nav_activated_by_inputs) - pressed = true; - if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) - { - // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + // 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 + window->Viewport->Flags |= ImGuiViewportFlags_NoRendererClear; } - } - bool held = false; - if (g.ActiveId == id) - { - if (g.ActiveIdSource == ImGuiInputSource_Mouse) + // Clamp position 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) { - if (g.ActiveIdIsJustActivated) - g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - if (g.IO.MouseDown[0]) - { - held = true; - } - else + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + ClampWindowRect(window, viewport_rect, clamp_padding); + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - if (!g.DragDropActive) - pressed = true; - ClearActiveID(); + IM_ASSERT(window->Viewport->PlatformMonitor != INT_MIN); + if (window->Viewport->PlatformMonitor == -1) + { + // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport + SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always); + window->ViewportTryMerge = true; + } + else + { + ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; + ClampWindowRect(window, ImRect(monitor.WorkPos, monitor.WorkPos + monitor.WorkSize), clamp_padding); + } } - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - g.NavDisableHighlight = true; - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - if (g.NavActivateDownId != id) - ClearActiveID(); } - } - - if (out_hovered) *out_hovered = hovered; - if (out_held) *out_held = held; - - return pressed; -} + window->Pos = ImFloor(window->Pos); -bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + // 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) + window->WindowRounding = 0.0f; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); + // Prepare for item focus requests + window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); + window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); + window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; + window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; - ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; - ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - const ImRect bb(pos, pos + size); - ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(bb, id)) - return false; + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) + want_focus = true; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = { 0 }; + const int resize_grip_count = g.IO.ConfigResizeWindowsFromEdges ? 2 : 1; // 4 + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + if (!window->Collapsed) + UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + // Synchronize window --> viewport + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + viewport_rect = window->Viewport->GetRect(); + } - // Automatically close popups - //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) - // CloseCurrentPopup(); + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; - return pressed; -} + // 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); + else + window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); -bool ImGui::Button(const char* label, const ImVec2& size_arg) -{ - return ButtonEx(label, size_arg, 0); -} + // DRAWING -// Small buttons fits within text without additional vertical spacing. -bool ImGui::SmallButton(const char* label) -{ - ImGuiContext& g = *GImGui; - float backup_padding_y = g.Style.FramePadding.y; - g.Style.FramePadding.y = 0.0f; - bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine); - g.Style.FramePadding.y = backup_padding_y; - return pressed; -} + // 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); -bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return 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->HiddenFramesForResize <= 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) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } - ImGuiContext& g = *GImGui; - const ImGuiID id = window->GetID(str_id); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - const float default_size = GetFrameHeight(); - ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); - if (!ItemAdd(bb, id)) - return false; + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; + // Draw window + handle manual resize + 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); + const ImRect title_bar_rect = window->TitleBarRect(); + 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 + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (g.NextWindowData.BgAlphaCond != 0) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT); + if (window->ViewportOwned) + { + //window->Viewport->Alpha = ((bg_col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) / 255.0f; + bg_col = (bg_col | IM_COL32_A_MASK); + } + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + // Title bar + ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir); + // 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, menu_bar_rect.Max, 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); + } - return pressed; -} + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiLayoutType_Horizontal); + if (window->ScrollbarY) + Scrollbar(ImGuiLayoutType_Vertical); -bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) -{ - float sz = GetFrameHeight(); - return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); -} + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(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.CornerPos); + 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]); + } + } -// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. -// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) -bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + // Borders + if (window_border_size > 0.0f) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size); + if (border_held != -1) + { + ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f); + window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size)); + } + if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar)) + window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } - // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. - IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + // 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); + } - const ImGuiID id = window->GetID(str_id); - ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); - if (!ItemAdd(bb, id)) - return false; + // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. + window->SizeFullAtLastBegin = window->SizeFull; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + // 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. + 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)); - return pressed; -} + // 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.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.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.MenuBarAppending = false; + window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; + window->DC.ChildWindows.resize(0); + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemFlagsStack.resize(0); + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + window->DC.ColumnsSet = NULL; + window->DC.TreeDepth = 0; + window->DC.TreeDepthMayJumpToParentOnPop = 0x00; + window->DC.StateStorage = &window->StateStorage; + window->DC.GroupStack.resize(0); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); -// Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) + { + window->DC.ItemFlags = parent_window->DC.ItemFlags; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + } - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); - bool is_clipped = !ItemAdd(bb, id); + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); - if (is_clipped) - return pressed; + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } - // Render - ImVec2 center = bb.GetCenter(); - if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + // Close from platform window + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + window->Viewport->PlatformRequestClose = false; + *p_open = false; + } - float cross_extent = (radius * 0.7071f) - 1.0f; - ImU32 cross_col = GetColorU32(ImGuiCol_Text); - center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + // Close & collapse button are on layer 1 (same as menus) and don't default focus + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent++; + window->DC.NavLayerCurrentMask <<= 1; - return pressed; -} + // Collapse button + if (!(flags & ImGuiWindowFlags_NoCollapse)) + if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) + window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function -bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + // Close button + if (p_open != NULL) + { + const float pad = style.FramePadding.y; + const float rad = g.FontSize * 0.5f; + if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) + *p_open = false; + } - ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - ItemAdd(bb, id); - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + window->DC.NavLayerCurrent--; + window->DC.NavLayerCurrentMask >>= 1; + window->DC.ItemFlags = item_flags_backup; - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.) + ImVec2 text_size = CalcTextSize(name, NULL, true); + 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); + } - // Switch to moving the window after mouse is moved beyond the initial drag threshold - if (IsItemActive() && IsMouseDragging()) - StartMouseMovingWindow(window); + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + window->OuterRectClipped.ClipWith(window->ClipRect); - return pressed; -} + // 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? + /* + if (g.ActiveId == move_id) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + ImGui::LogToClipboard(); + */ -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + // 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); - ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - if (border_col.w > 0.0f) - bb.Max += ImVec2(2,2); - ItemSize(bb); - if (!ItemAdd(bb, 0)) - return; + // 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 (border_col.w > 0.0f) - { - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col)); + // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.). + window->DC.LastItemId = window->MoveId; + window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + window->DC.LastItemRect = title_bar_rect; } else { - window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); } -} - -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size -// The color used are the button colors. -bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); - // Default to using texture ID as ID. User can still push string/integer prefixes. - // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. - PushID((void*)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + if (first_begin_of_the_frame) + window->WriteAccessed = false; - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2); - const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); - ItemSize(bb); - if (!ItemAdd(bb, id)) - return false; + window->BeginCount++; + g.NextWindowData.Clear(); - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); - if (bg_col.w > 0.0f) - window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); - window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesRegular = 1; - return pressed; -} + // Completely hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) + window->HiddenFramesRegular = 1; + } -// Start logging ImGui output to TTY -void ImGui::LogToTTY(int max_depth) -{ - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - ImGuiWindow* window = g.CurrentWindow; + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesRegular = 1; - IM_ASSERT(g.LogFile == NULL); - g.LogFile = stdout; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + // Update the Hidden flag + window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize); + + // Return false if we don't intend to display anything to allow user to perform an early out optimization + window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0; + + return !window->SkipItems; } -// Start logging ImGui output to given file -void ImGui::LogToFile(int max_depth, const char* filename) +// 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) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - ImGuiWindow* window = g.CurrentWindow; + // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. + if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) + ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - if (!filename) - { - filename = g.IO.LogFilename; - if (!filename) - return; - } + // Old API feature: override the window background alpha with a parameter. + if (bg_alpha_override >= 0.0f) + ImGui::SetNextWindowBgAlpha(bg_alpha_override); - IM_ASSERT(g.LogFile == NULL); - g.LogFile = ImFileOpen(filename, "ab"); - if (!g.LogFile) - { - IM_ASSERT(g.LogFile != NULL); // Consider this an error - return; - } - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + return ImGui::Begin(name, p_open, flags); } +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Start logging ImGui output to clipboard -void ImGui::LogToClipboard(int max_depth) +void ImGui::End() { ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.LogFile == NULL); - g.LogFile = NULL; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; -} + if (window->DC.ColumnsSet != NULL) + EndColumns(); + PopClipRect(); // Inner window clip rectangle -void ImGui::LogFinish() -{ - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); - LogText(IM_NEWLINE); - if (g.LogFile != NULL) - { - if (g.LogFile == stdout) - fflush(g.LogFile); - else - fclose(g.LogFile); - g.LogFile = NULL; - } - if (g.LogClipboard.size() > 1) - { - SetClipboardText(g.LogClipboard.begin()); - g.LogClipboard.clear(); - } - g.LogEnabled = false; + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.CurrentPopupStack.pop_back(); + CheckStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } -// Helper to display logging buttons -void ImGui::LogButtons() +void ImGui::BringWindowToFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - - PushID("LogButtons"); - const bool log_to_tty = Button("Log To TTY"); SameLine(); - const bool log_to_file = Button("Log To File"); SameLine(); - const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushItemWidth(80.0f); - PushAllowKeyboardFocus(false); - SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); - PopAllowKeyboardFocus(); - PopItemWidth(); - PopID(); - - // Start logging at the end of the function so that the buttons don't appear in the log - if (log_to_tty) - LogToTTY(g.LogAutoExpandMaxDepth); - if (log_to_file) - LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); - if (log_to_clipboard) - LogToClipboard(g.LogAutoExpandMaxDepth); + 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 + if (g.Windows[i] == window) + { + g.Windows.erase(g.Windows.Data + i); + g.Windows.push_back(window); + break; + } } -bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::BringWindowToBack(ImGuiWindow* window) { - if (flags & ImGuiTreeNodeFlags_Leaf) - return true; - - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiStorage* storage = window->DC.StateStorage; - - bool is_open; - if (g.NextTreeNodeOpenCond != 0) - { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) - { - is_open = g.NextTreeNodeOpenVal; - storage->SetInt(id, is_open); - } - else + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) { - // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. - const int stored_value = storage->GetInt(id, -1); - if (stored_value == -1) - { - is_open = g.NextTreeNodeOpenVal; - storage->SetInt(id, is_open); - } - else - { - is_open = stored_value != 0; - } + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; } - g.NextTreeNodeOpenCond = 0; - } - else - { - is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; - } - - // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). - // NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) - is_open = true; - - return is_open; } -bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); - - if (!label_end) - label_end = FindRenderedTextEnd(label); - const ImVec2 label_size = CalcTextSize(label, label_end, false); - - // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); - if (display_frame) - { - // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; - } - - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); - - // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - - // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. - // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). - // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); - - bool item_add = ItemAdd(interact_bb, id); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - window->DC.LastItemDisplayRect = frame_bb; - if (!item_add) + if (g.NavWindow != window) { - if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); - return is_open; + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavIdIsAlive = false; + g.NavLayer = 0; + //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); } - // Flags that affects opening behavior: - // - 0(default) ..................... single-click anywhere to open - // - OpenOnDoubleClick .............. double-click anywhere to open - // - OpenOnArrow .................... single-click on arrow to open - // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); - if (!(flags & ImGuiTreeNodeFlags_Leaf)) - button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + // Passing NULL allow to disable keyboard focus + if (!window) + return; - bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - if (!(flags & ImGuiTreeNodeFlags_Leaf)) - { - bool toggled = false; - if (pressed) - { - toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); - if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; - if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. - toggled = false; - } + // Move the root window to the top of the pile + if (window->RootWindow) + window = window->RootWindow; - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) - { - toggled = true; - NavMoveRequestCancel(); - } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? - { - toggled = true; - NavMoveRequestCancel(); - } + // Steal focus on active widgets + if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + ClearActiveID(); - if (toggled) - { - is_open = !is_open; - window->DC.StateStorage->SetInt(id, is_open); - } - } - if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - SetItemAllowOverlap(); + // Bring to front + if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) + BringWindowToFront(window); +} - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); - if (display_frame) - { - // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); - if (g.LogEnabled) - { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix+3); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); - } - else - { - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } - } - else - { - // Unframed typed for tree nodes - if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) +void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + for (int i = g.Windows.Size - 1; i >= 0; i--) + if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow)) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]); + FocusWindow(focus_window); + return; } - - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); - else if (!(flags & ImGuiTreeNodeFlags_Leaf)) - RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); - if (g.LogEnabled) - LogRenderedText(&text_pos, ">"); - RenderText(text_pos, label, label_end, false); - } - - if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); - return is_open; } -// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). -// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). -bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +void ImGui::PushItemWidth(float item_width) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); } -bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + const ImGuiStyle& style = GImGui->Style; + if (w_full <= 0.0f) + w_full = CalcItemWidth(); + 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))); + 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(); +} - if (p_open && !*p_open) - return false; +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} - ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); - if (p_open) +float ImGui::CalcItemWidth() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + float w = window->DC.ItemWidth; + if (w < 0.0f) { - // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. - ImGuiContext& g = *GImGui; - 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)) - *p_open = false; - last_item_backup.Restore(); + // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. + float width_to_right_edge = GetContentRegionAvail().x; + w = ImMax(1.0f, width_to_right_edge + w); } - - return is_open; + w = (float)(int)w; + return w; } -bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +void ImGui::SetCurrentFont(ImFont* font) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale; + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - return TreeNodeBehavior(window->GetID(label), flags, label, NULL); + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; } -bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +void ImGui::PushFont(ImFont* font) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); } -bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +void ImGui::PopFont() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); } -bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { - return TreeNodeExV(str_id, 0, fmt, args); + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); } -bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +void ImGui::PopItemFlag() { - return TreeNodeExV(ptr_id, 0, fmt, args); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); } -bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(str_id, flags, fmt, args); - va_end(args); - return is_open; + PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus); } -bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +void ImGui::PopAllowKeyboardFocus() { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); - va_end(args); - return is_open; + PopItemFlag(); } -bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +void ImGui::PushButtonRepeat(bool repeat) { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(str_id, 0, fmt, args); - va_end(args); - return is_open; + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } -bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +void ImGui::PopButtonRepeat() { - va_list args; - va_start(args, fmt); - bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); - va_end(args); - return is_open; + PopItemFlag(); } -bool ImGui::TreeNode(const char* label) +void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - return TreeNodeBehavior(window->GetID(label), 0, label, NULL); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); } -void ImGui::TreeAdvanceToLabelPos() +void ImGui::PopTextWrapPos() { - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } -// Horizontal distance preceding label when using TreeNode() or Bullet() -float ImGui::GetTreeNodeToLabelSpacing() +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) { ImGuiContext& g = *GImGui; - return g.FontSize + (g.Style.FramePadding.x * 2.0f); + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) - return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; -} - -void ImGui::PushID(const char* str_id) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); -} - -void ImGui::PushID(const char* str_id_begin, const char* str_id_end) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); -} - -void ImGui::PushID(const void* ptr_id) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); -} - -void ImGui::PushID(int int_id) -{ - const void* ptr_id = (void*)(intptr_t)int_id; - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; } -void ImGui::PopID() +void ImGui::PopStyleColor(int count) { - ImGuiWindow* window = GetCurrentWindowRead(); - window->IDStack.pop_back(); + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } } -ImGuiID ImGui::GetID(const char* str_id) +struct ImGuiStyleVarInfo { - return GImGui->CurrentWindow->GetID(str_id); -} + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; -ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +static const ImGuiStyleVarInfo GStyleVarInfo[] = { - return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end); -} + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign +}; -ImGuiID ImGui::GetID(const void* ptr_id) +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) { - return GImGui->CurrentWindow->GetID(ptr_id); + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; } -void ImGui::Bullet() +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - 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 ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); - ItemSize(bb); - if (!ItemAdd(bb, 0)) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { - SameLine(0, style.FramePadding.x*2); + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; return; } - - // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + IM_ASSERT(0); // Called function with wrong-type? Variable is not a float. } -// Text with a little bullet aligned to the typical tree node. -void ImGui::BulletTextV(const char* fmt, va_list args) +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.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); - if (!ItemAdd(bb, 0)) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; 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); + } + IM_ASSERT(0); // Called function with wrong-type? Variable is not a ImVec2. } -void ImGui::BulletText(const char* fmt, ...) +void ImGui::PopStyleVar(int count) { - va_list args; - va_start(args, fmt); - BulletTextV(fmt, args); - va_end(args); + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleModifiers.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleModifiers.pop_back(); + count--; + } } -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +const char* ImGui::GetStyleColorName(ImGuiCol idx) { - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); - if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); - if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); - if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } IM_ASSERT(0); - return 0; + return "Unknown"; } -// FIXME: Adding support for clamping on boundaries of the data type would be nice. -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { - IM_ASSERT(op == '+' || op == '-'); - switch (data_type) + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) { - case ImGuiDataType_S32: - if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2; - else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2; - return; - case ImGuiDataType_U32: - if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2; - else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2; - return; - case ImGuiDataType_S64: - if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; - else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2; - return; - case ImGuiDataType_U64: - if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2; - else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2; - return; - case ImGuiDataType_Float: - if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2; - else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2; - return; - case ImGuiDataType_Double: - if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2; - else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2; - return; - case ImGuiDataType_COUNT: break; + if (window == potential_parent) + return true; + window = window->ParentWindow; } - IM_ASSERT(0); + return false; } -struct ImGuiDataTypeInfo -{ - size_t Size; - const char* PrintFmt; // Unused - const char* ScanFmt; -}; - -static const ImGuiDataTypeInfo GDataTypeInfo[] = -{ - { sizeof(int), "%d", "%d" }, - { sizeof(unsigned int), "%u", "%u" }, -#ifdef _MSC_VER - { sizeof(ImS64), "%I64d","%I64d" }, - { sizeof(ImU64), "%I64u","%I64u" }, -#else - { sizeof(ImS64), "%lld", "%lld" }, - { sizeof(ImU64), "%llu", "%llu" }, -#endif - { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg - { sizeof(double), "%f", "%lf" }, -}; -IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); - -// User can input math operators (e.g. +100) to edit a numerical values. -// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - while (ImCharIsBlankA(*buf)) - buf++; + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if (op == '+' || op == '*' || op == '/') + if (flags & ImGuiHoveredFlags_AnyWindow) { - buf++; - while (ImCharIsBlankA(*buf)) - buf++; + if (g.HoveredWindow == NULL) + return false; } else { - op = 0; + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } } - if (!buf[0]) + + if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; +} - // 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); +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - if (format == NULL) - format = GDataTypeInfo[data_type].ScanFmt; + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; - int arg1i = 0; - if (data_type == ImGuiDataType_S32) - { - int* v = (int*)data_ptr; - int arg0i = *v; - float arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0i) < 1) - return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision - if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) - else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply - else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide - else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant - } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // Assign constant - // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); - } - else if (data_type == ImGuiDataType_Float) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = (float*)data_ptr; - float arg0f = *v, arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_Double) + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)data_ptr; - double arg0f = *v, arg1f = 0.0; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; } - return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; } -// Create text input in place of a slider (when CTRL+Clicking on slider) -// FIXME: Logic is messy and confusing. -bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) - // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id - SetActiveID(g.ScalarAsInputTextId, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetHoveredID(0); - FocusableItemUnregister(window); - - char fmt_buf[32]; - char data_buf[32]; - format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); - ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget - { - IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID - g.ScalarAsInputTextId = g.ActiveId; - SetHoveredID(id); - } - if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL); - return false; + return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } -// We don't use strchr() because our strings are usually very short and often start with '%' -const char* ImParseFormatFindStart(const char* fmt) +float ImGui::GetWindowWidth() { - while (char c = fmt[0]) - { - if (c == '%' && fmt[1] != '%') - return fmt; - else if (c == '%') - fmt++; - fmt++; - } - return fmt; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; } -const char* ImParseFormatFindEnd(const char* fmt) +float ImGui::GetWindowHeight() { - // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. - if (fmt[0] != '%') - return fmt; - const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); - const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); - for (char c; (c = *fmt) != 0; fmt++) - { - if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) - return fmt + 1; - if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) - return fmt + 1; - } - return fmt; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; } -// Extract the format out of a format string with leading or trailing decorations -// fmt = "blah blah" -> return fmt -// fmt = "%.3f" -> return fmt -// fmt = "hello %.3f" -> return fmt + 6 -// fmt = "%.3f hello" -> return buf written with "%.3f" -const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size) +ImVec2 ImGui::GetWindowPos() { - const char* fmt_start = ImParseFormatFindStart(fmt); - if (fmt_start[0] != '%') - return fmt; - const char* fmt_end = ImParseFormatFindEnd(fmt_start); - if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. - return fmt_start; - ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size)); - return buf; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; } -// Parse display precision back from the display format string -// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. -int ImParseFormatPrecision(const char* fmt, int default_precision) +void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) { - fmt = ImParseFormatFindStart(fmt); - if (fmt[0] != '%') - return default_precision; - fmt++; - while (*fmt >= '0' && *fmt <= '9') - fmt++; - int precision = INT_MAX; - if (*fmt == '.') - { - fmt = ImAtoi(fmt + 1, &precision); - if (precision < 0 || precision > 99) - precision = default_precision; - } - if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation - precision = -1; - if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) - precision = -1; - return (precision == INT_MAX) ? default_precision : precision; + window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. + window->Scroll.x = new_scroll_x; + window->DC.CursorMaxPos.x -= window->Scroll.x; } -static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) { - static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; - if (decimal_precision < 0) - return FLT_MIN; - return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); + 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; } -template -static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_type, TYPE v) +static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { - const char* fmt_start = ImParseFormatFindStart(format); - if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string - return v; - char v_str[64]; - ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); - const char* p = v_str; - while (*p == ' ') - p++; - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - v = (TYPE)ImAtof(p); - else - ImAtoi(p, (SIGNEDTYPE*)&v); - return v; + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + 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. } -template -static inline float SliderBehaviorCalcRatioFromValue(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) { - if (v_min == v_max) - return 0.0f; + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} - const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); - const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); - if (is_power) - { - if (v_clamped < 0.0f) - { - const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); - return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; - } - else - { - const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); - return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); - } - } +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} - // Linear slider - return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; } -// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. -template -static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_power = (power != 1.0f) && is_decimal; - - const float grab_padding = 2.0f; - const float slider_sz = is_horizontal ? (bb.GetWidth() - grab_padding * 2.0f) : (bb.GetHeight() - grab_padding * 2.0f); - float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit - grab_sz = ImMin(grab_sz, slider_sz); - const float slider_usable_sz = slider_sz - grab_sz; - const float slider_usable_pos_min = (is_horizontal ? bb.Min.x : bb.Min.y) + grab_padding + grab_sz*0.5f; - const float slider_usable_pos_max = (is_horizontal ? bb.Max.x : bb.Max.y) - grab_padding - grab_sz*0.5f; - - // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f - float linear_zero_pos; // 0.0->1.0f - if (is_power && v_min * v_max < 0.0f) - { - // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f/power); - const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f/power); - linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = size.x; } else { - // Same sign - linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; } - - // Process interacting with the slider - bool value_changed = false; - if (g.ActiveId == id) + if (size.y > 0.0f) { - bool set_new_value = false; - float clicked_t = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse) - { - if (!g.IO.MouseDown[0]) - { - ClearActiveID(); - } - else - { - const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; - if (!is_horizontal) - clicked_t = 1.0f - clicked_t; - set_new_value = true; - } - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float delta = is_horizontal ? delta2.x : -delta2.y; - if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) - { - ClearActiveID(); - } - else if (delta != 0.0f) - { - clicked_t = SliderBehaviorCalcRatioFromValue(data_type, *v, v_min, v_max, power, linear_zero_pos); - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; - if ((decimal_precision > 0) || is_power) - { - delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta /= 10.0f; - } - else - { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps - else - delta /= 100.0f; - } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= 10.0f; - set_new_value = true; - if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits - set_new_value = false; - else - clicked_t = ImSaturate(clicked_t + delta); - } - } - - if (set_new_value) - { - TYPE v_new; - if (is_power) - { - // Account for power curve scale on both sides of the zero - if (clicked_t < linear_zero_pos) - { - // Negative: rescale to the negative range before powering - float a = 1.0f - (clicked_t / linear_zero_pos); - a = ImPow(a, power); - v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); - } - else - { - // Positive: rescale to the positive range before powering - float a; - if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) - a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); - else - a = clicked_t; - a = ImPow(a, power); - v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); - } - } - else - { - // Linear slider - if (is_decimal) - { - v_new = ImLerp(v_min, v_max, clicked_t); - } - else - { - // For integer values we want the clicking position to match the grab box so we round above - // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. - FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; - TYPE v_new_off_floor = (TYPE)(v_new_off_f); - TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (!is_decimal && v_new_off_floor < v_new_off_round) - v_new = v_min + v_new_off_round; - else - v_new = v_min + v_new_off_floor; - } - } + window->AutoFitFramesY = 0; + window->SizeFull.y = size.y; + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} - // Round to user desired precision based on format string - v_new = RoundScalarWithFormat(format, data_type, v_new); +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} - // Apply result - if (*v != v_new) - { - *v = v_new; - value_changed = true; - } - } - } +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} - // Output grab position so it can be displayed by the caller - float grab_t = SliderBehaviorCalcRatioFromValue(data_type, *v, v_min, v_max, power, linear_zero_pos); - if (!is_horizontal) - grab_t = 1.0f - grab_t; - const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); - if (is_horizontal) - *out_grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding); - else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f); +static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - return value_changed; + // Set + window->Collapsed = collapsed; } -// 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) -{ - switch (data_type) - { - case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_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); - 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); - 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); - 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); - 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); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return false; +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); } -// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". -// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. -// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! -static const char* PatchFormatStringFloatToInt(const char* fmt) +bool ImGui::IsWindowCollapsed() { - if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. - return "%d"; - const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) - const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). - if (fmt_end > fmt_start && fmt_end[-1] == 'f') - { -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (fmt_start == fmt && fmt_end[0] == 0) - return "%d"; - ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. - return g.TempBuffer; -#else - IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" -#endif - } - return fmt; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; } -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::IsWindowAppearing() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} - 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)); +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} - // NB- we don't call ItemSize() yet because we may turn into a text edit box below - if (!ItemAdd(total_bb, id, &frame_bb)) +void ImGui::SetWindowFocus(const char* name) +{ + if (name) { - ItemSize(total_bb, style.FramePadding.y); - return false; + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); } - - // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); - if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) - format = PatchFormatStringFloatToInt(format); - - // Tabbing or CTRL-clicking on Slider turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); - const bool hovered = ItemHoverable(frame_bb, id); - if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + else { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) - { - start_text_input = true; - g.ScalarAsInputTextId = 0; - } + FocusWindow(NULL); } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - - ItemSize(total_bb, style.FramePadding.y); - - // 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, g.Style.FrameRounding); - - // 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); - if (value_changed) - MarkItemEdited(id); - - // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); +} - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} - return value_changed; +#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 -bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { - return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - - ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(frame_bb, id)) - return false; - - // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); - if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) - format = PatchFormatStringFloatToInt(format); - - const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - } - - - // 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, g.Style.FrameRounding); - - // 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); - if (value_changed) - MarkItemEdited(id); - - // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - // For the vertical slider we allow centered text to overlap the frame padding - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - return value_changed; + g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } -bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max) +void ImGui::SetNextWindowContentSize(const ImVec2& size) { - float v_deg = (*v_rad) * 360.0f / (2*IM_PI); - bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f); - *v_rad = v_deg * (2*IM_PI) / 360.0f; - return value_changed; + 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; } -bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { - return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } -bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +void ImGui::SetNextWindowFocus() { - return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + 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) } -bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +void ImGui::SetNextWindowBgAlpha(float alpha) { - return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); + ImGuiContext& g = *GImGui; + 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) } -// Add multiple sliders on 1 line for compact edition of multiple components -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +void ImGui::SetNextWindowViewport(ImGuiID id) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) - { - PushID(i); - value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); - PopID(); - PopItemWidth(); - v = (void*)((char*)v + type_size); - } - PopID(); - - TextUnformatted(label, FindRenderedTextEnd(label)); - EndGroup(); - return value_changed; + g.NextWindowData.ViewportCond = ImGuiCond_Always; + g.NextWindowData.ViewportId = id; } -bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +// In window space (not screen space!) +ImVec2 ImGui::GetContentRegionMax() { - return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); + ImGuiWindow* window = GetCurrentWindowRead(); + ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + if (window->DC.ColumnsSet) + mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; + return mx; } -bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +ImVec2 ImGui::GetContentRegionAvail() { - return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); + ImGuiWindow* window = GetCurrentWindowRead(); + return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); } -bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +float ImGui::GetContentRegionAvailWidth() { - return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); + return GetContentRegionAvail().x; } -bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() { - return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.Min - window->Pos; } -bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +ImVec2 ImGui::GetWindowContentRegionMax() { - return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.Max - window->Pos; } -bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +float ImGui::GetWindowContentRegionWidth() { - return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.GetWidth(); } -// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) -template -static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power) +float ImGui::GetTextLineHeight() { ImGuiContext& g = *GImGui; - - // Default tweak speed - bool has_min_max = (v_min != v_max) && (v_max - v_max < FLT_MAX); - if (v_speed == 0.0f && has_min_max) - v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); - - // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings - float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) - { - adjust_delta = g.IO.MouseDelta.x; - if (g.IO.KeyAlt) - adjust_delta *= 1.0f/100.0f; - if (g.IO.KeyShift) - adjust_delta *= 10.0f; - } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) - { - int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; - v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); - } - adjust_delta *= v_speed; - - // Clear current value on activation - // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. - bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); - if (is_just_activated || is_already_past_limits_and_pushing_outward) - { - g.DragCurrentAccum = 0.0f; - g.DragCurrentAccumDirty = false; - } - else if (adjust_delta != 0.0f) - { - g.DragCurrentAccum += adjust_delta; - g.DragCurrentAccumDirty = true; - } - - if (!g.DragCurrentAccumDirty) - return false; - - TYPE v_cur = *v; - FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - - const bool is_power = (power != 1.0f && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) && has_min_max); - if (is_power) - { - // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range - FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); - v_old_ref_for_accum_remainder = v_old_norm_curved; - } - else - { - v_cur += (TYPE)g.DragCurrentAccum; - } - - // Round to user desired precision based on format string - v_cur = RoundScalarWithFormat(format, data_type, v_cur); - - // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. - g.DragCurrentAccumDirty = false; - if (is_power) - { - FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); - } - else - { - g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); - } - - // Lose zero sign for float/double - if (v_cur == (TYPE)-0) - v_cur = (TYPE)0; - - // Clamp values (handle overflow/wrap-around) - if (*v != v_cur && has_min_max) - { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f)) - v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f)) - v_cur = v_max; - } - - // Apply result - if (*v == v_cur) - return false; - *v = v_cur; - return true; + return g.FontSize; } -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) +float ImGui::GetTextLineHeightWithSpacing() { ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - { - if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) - ClearActiveID(); - else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) - ClearActiveID(); - } - if (g.ActiveId != id) - return false; - - switch (data_type) - { - 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); - 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); - 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); - 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); - 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); - 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); - case ImGuiDataType_COUNT: break; - } - IM_ASSERT(0); - return false; + return g.FontSize + g.Style.ItemSpacing.y; } -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) +float ImGui::GetFrameHeight() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - if (power != 1.0f) - IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); - const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - - // NB- we don't call ItemSize() yet because we may turn into a text edit box below - if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); - return false; - } - const bool hovered = ItemHoverable(frame_bb, id); - - // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); - if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) - format = PatchFormatStringFloatToInt(format); - - // Tabbing or CTRL-clicking on Drag turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) - { - start_text_input = true; - g.ScalarAsInputTextId = 0; - } - } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) - return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); - - // Actual drag behavior - ItemSize(total_bb, style.FramePadding.y); - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power); - if (value_changed) - MarkItemEdited(id); - - // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); - - // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. - char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); - - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} - return value_changed; +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } -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) +ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + return window->DrawList; +} +float ImGui::GetWindowDpiScale() +{ ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) - { - PushID(i); - value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); - PopID(); - PopItemWidth(); - v = (void*)((char*)v + type_size); - } - PopID(); - - TextUnformatted(label, FindRenderedTextEnd(label)); - EndGroup(); - return value_changed; + IM_ASSERT(g.CurrentViewport != NULL); + return g.CurrentViewport->DpiScale; } -bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +ImGuiViewport* ImGui::GetWindowViewport() { - return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; } -bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +ImFont* ImGui::GetFont() { - return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); + return GImGui->Font; } -bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +float ImGui::GetFontSize() { - return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); + return GImGui->FontSize; } -bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +ImVec2 ImGui::GetFontTexUvWhitePixel() { - return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); + return GImGui->DrawListSharedData.TexUvWhitePixel; } -bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +void ImGui::SetWindowFontScale(float scale) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - PushID(label); - BeginGroup(); - PushMultiItemsWidths(2); - - bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); - - TextUnformatted(label, FindRenderedTextEnd(label)); - EndGroup(); - PopID(); - return value_changed; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -// NB: v_speed is float to allow adjusting the drag speed with more precision -bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() { - return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; } -bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +float ImGui::GetCursorPosX() { - return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; } -bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +float ImGui::GetCursorPosY() { - return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; } -bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +void ImGui::SetCursorPos(const ImVec2& local_pos) { - return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +void ImGui::SetCursorPosX(float x) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - PushID(label); - BeginGroup(); - PushMultiItemsWidths(2); - - bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); - PopItemWidth(); - SameLine(0, g.Style.ItemInnerSpacing.x); - - TextUnformatted(label, FindRenderedTextEnd(label)); - EndGroup(); - PopID(); - - return value_changed; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); } -void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +void ImGui::SetCursorPosY(float y) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - const ImVec2 label_size = CalcTextSize(label, NULL, true); - if (graph_size.x == 0.0f) - graph_size.x = CalcItemWidth(); - if (graph_size.y == 0.0f) - graph_size.y = label_size.y + (style.FramePadding.y * 2); - - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y)); - const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0, &frame_bb)) - return; - const bool hovered = ItemHoverable(inner_bb, 0); - - // Determine scale from values if not specified - if (scale_min == FLT_MAX || scale_max == FLT_MAX) - { - float v_min = FLT_MAX; - float v_max = -FLT_MAX; - for (int i = 0; i < values_count; i++) - { - const float v = values_getter(data, i); - v_min = ImMin(v_min, v); - v_max = ImMax(v_max, v); - } - if (scale_min == FLT_MAX) - scale_min = v_min; - if (scale_max == FLT_MAX) - scale_max = v_max; - } - - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - - if (values_count > 0) - { - int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); - int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); - - // Tooltip on hover - int v_hovered = -1; - if (hovered) - { - const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); - const int v_idx = (int)(t * item_count); - IM_ASSERT(v_idx >= 0 && v_idx < values_count); - - const float v0 = values_getter(data, (v_idx + values_offset) % values_count); - const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); - if (plot_type == ImGuiPlotType_Lines) - SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); - else if (plot_type == ImGuiPlotType_Histogram) - SetTooltip("%d: %8.4g", v_idx, v0); - v_hovered = v_idx; - } - - const float t_step = 1.0f / (float)res_w; - const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); - - float v0 = values_getter(data, (0 + values_offset) % values_count); - float t0 = 0.0f; - ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands - - const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); - const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); - - for (int n = 0; n < res_w; n++) - { - const float t1 = t0 + t_step; - const int v1_idx = (int)(t0 * item_count + 0.5f); - IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); - const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); - const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); - - // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. - ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); - ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); - if (plot_type == ImGuiPlotType_Lines) - { - window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); - } - else if (plot_type == ImGuiPlotType_Histogram) - { - if (pos1.x >= pos0.x + 2.0f) - pos1.x -= 1.0f; - window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); - } - - t0 = t1; - tp0 = tp1; - } - } - - // Text overlay - if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); - - if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); } -struct ImGuiPlotArrayGetterData +ImVec2 ImGui::GetCursorStartPos() { - const float* Values; - int Stride; + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} - ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } -}; +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} -static float Plot_ArrayGetter(void* data, int idx) +void ImGui::SetCursorScreenPos(const ImVec2& screen_pos) { - ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; - const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); - return v; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = screen_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +float ImGui::GetScrollX() { - ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + return GImGui->CurrentWindow->Scroll.x; } -void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +float ImGui::GetScrollY() { - PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + return GImGui->CurrentWindow->Scroll.y; } -void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +float ImGui::GetScrollMaxX() { - ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + return GetScrollMaxX(GImGui->CurrentWindow); } -void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +float ImGui::GetScrollMaxY() { - PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); + return GetScrollMaxY(GImGui->CurrentWindow); } -// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size -void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +void ImGui::SetScrollX(float scroll_x) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - ImVec2 pos = window->DC.CursorPos; - ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); - ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(bb, 0)) - return; - - // Render - fraction = ImSaturate(fraction); - RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); - - // Default displaying the fraction as percentage string, but user can override it - char overlay_buf[32]; - if (!overlay) - { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); - overlay = overlay_buf; - } - - ImVec2 overlay_size = CalcTextSize(overlay, NULL); - if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; } -bool ImGui::Checkbox(const char* label, bool* v) +void ImGui::SetScrollY(float scroll_y) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max)); - } - - if (!ItemAdd(total_bb, id)) - return false; - - bool hovered, held; - bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) - { - *v = !(*v); - MarkItemEdited(id); - } - - 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) - { - const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f); - } - - if (g.LogEnabled) - LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]"); - if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); - - return pressed; + window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY + window->ScrollTargetCenterRatio.y = 0.0f; } -bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio) { - bool v = ((*flags & flags_value) == flags_value); - bool pressed = Checkbox(label, &v); - if (pressed) - { - if (v) - *flags |= flags_value; - else - *flags &= ~flags_value; - } - - return pressed; + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; } -bool ImGui::RadioButton(const char* label, bool active) +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHere(float center_y_ratio) { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1)); - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb.Add(text_bb); - } - - if (!ItemAdd(total_bb, id)) - return false; - - ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; - const float radius = check_bb.GetHeight() * 0.5f; - - bool hovered, held; - bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) - MarkItemEdited(id); - - RenderNavHighlight(total_bb, id); - window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); - if (active) - { - const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16); - } - - if (style.FrameBorderSize > 0.0f) - { - window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); - window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); - } - - if (g.LogEnabled) - LogRenderedText(&text_bb.Min, active ? "(x)" : "( )"); - if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); - - return pressed; + 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); } -bool ImGui::RadioButton(const char* label, int* v, int v_button) +void ImGui::ActivateItem(ImGuiID id) { - const bool pressed = RadioButton(label, *v == v_button); - if (pressed) - *v = v_button; - return pressed; + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; } -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +void ImGui::SetKeyboardFocusHere(int offset) { - int line_count = 0; - const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding - if (c == '\n') - line_count++; - s--; - if (s[0] != '\n' && s[0] != '\r') - line_count++; - *out_text_end = s; - return line_count; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiWindow* window = GetCurrentWindow(); + window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; + window->FocusIdxTabRequestNext = INT_MAX; } -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +void ImGui::SetItemDefaultFocus() { - ImFont* font = GImGui->Font; - const float line_height = GImGui->FontSize; - const float scale = line_height / font->FontSize; - - ImVec2 text_size = ImVec2(0,0); - float line_width = 0.0f; - - const ImWchar* s = text_begin; - while (s < text_end) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) { - unsigned int c = (unsigned int)(*s++); - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - if (stop_on_new_line) - break; - continue; - } - if (c == '\r') - continue; - - const float char_width = font->GetCharAdvance((unsigned short)c) * scale; - line_width += char_width; + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHere(); } - - if (text_size.x < line_width) - text_size.x = line_width; - - if (out_offset) - *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n - text_size.y += line_height; - - if (remaining) - *remaining = s; - - return text_size; } -// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) -namespace ImGuiStb +void ImGui::SetStateStorage(ImGuiStorage* tree) { + ImGuiWindow* window = GetCurrentWindow(); + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} -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 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) +ImGuiStorage* ImGui::GetStateStorage() { - const ImWchar* text = obj->TextW.Data; - const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); - r->x0 = 0.0f; - r->x1 = size.x; - r->baseline_y_delta = size.y; - r->ymin = 0.0f; - r->ymax = size.y; - r->num_chars = (int)(text_remaining - (text + line_start_idx)); + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.StateStorage; } -static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -#ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -#else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } -#endif -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL - -static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +void ImGui::AlignTextToFramePadding() { - ImWchar* dst = obj->TextW.Data + pos; - - // We maintain our buffer length in both UTF-8 and wchar formats - obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); - obj->CurLenW -= n; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // Offset remaining text - const ImWchar* src = obj->TextW.Data + pos + n; - while (ImWchar c = *src++) - *dst++ = c; - *dst = '\0'; + 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); } -static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +void ImGui::PushID(const char* str_id) { - const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; - const int text_len = obj->CurLenW; - IM_ASSERT(pos <= text_len); - - const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); - if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) - return false; - - // Grow internal buffer if needed - if (new_text_len + text_len + 1 > obj->TextW.Size) - { - if (!is_resizable) - return false; - IM_ASSERT(text_len < obj->TextW.Size); - obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); - } - - ImWchar* text = obj->TextW.Data; - if (pos != text_len) - memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); - memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + ImGuiWindow* window = GetCurrentWindowRead(); + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); +} - obj->CurLenW += new_text_len; - obj->CurLenA += new_text_len_utf8; - obj->TextW[obj->CurLenW] = '\0'; +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); +} - return true; +void ImGui::PushID(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); } -// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 - -#define STB_TEXTEDIT_IMPLEMENTATION -#include "stb_textedit.h" - +void ImGui::PushID(int int_id) +{ + const void* ptr_id = (void*)(intptr_t)int_id; + ImGuiWindow* window = GetCurrentWindowRead(); + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); } -void ImGuiInputTextState::OnKeyPressed(int key) +void ImGui::PopID() { - stb_textedit_key(this, &StbState, key); - CursorFollow = true; - CursorAnimReset(); + ImGuiWindow* window = GetCurrentWindowRead(); + window->IDStack.pop_back(); } -ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +ImGuiID ImGui::GetID(const char* str_id) { - memset(this, 0, sizeof(*this)); + return GImGui->CurrentWindow->GetID(str_id); } -// Public API to manipulate UTF-8 text -// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) -// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. -void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) { - IM_ASSERT(pos + bytes_count <= BufTextLen); - char* dst = Buf + pos; - const char* src = Buf + pos + bytes_count; - while (char c = *src++) - *dst++ = c; - *dst = '\0'; - - if (CursorPos + bytes_count >= pos) - CursorPos -= bytes_count; - else if (CursorPos >= pos) - CursorPos = pos; - SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; - BufTextLen -= bytes_count; + return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end); } -void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +ImGuiID ImGui::GetID(const void* ptr_id) { - const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); - if (new_text_len + BufTextLen >= BufSize) - { - if (!is_resizable) - return; - - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) - ImGuiContext& g = *GImGui; - ImGuiInputTextState* edit_state = &g.InputTextState; - IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TempBuffer.Data); - int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TempBuffer.reserve(new_buf_size + 1); - Buf = edit_state->TempBuffer.Data; - BufSize = edit_state->BufCapacityA = new_buf_size; - } - - if (BufTextLen != pos) - memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); - memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); - Buf[BufTextLen + new_text_len] = '\0'; - - if (CursorPos >= pos) - CursorPos += new_text_len; - SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; - BufTextLen += new_text_len; + return GImGui->CurrentWindow->GetID(ptr_id); } -// Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +// Horizontal/vertical separating line +void ImGui::Separator() { - unsigned int c = *p_char; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; - if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF))) + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected + if (flags & ImGuiSeparatorFlags_Vertical) { - bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); - pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); - if (!pass) - return false; + VerticalSeparator(); + return; } - if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. - return false; - - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) - { - if (flags & ImGuiInputTextFlags_CharsDecimal) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) - return false; + // Horizontal Separator + if (window->DC.ColumnsSet) + PopClipRect(); - if (flags & ImGuiInputTextFlags_CharsScientific) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) - return false; + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; - if (flags & ImGuiInputTextFlags_CharsHexadecimal) - if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) - return false; + 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)) + { + if (window->DC.ColumnsSet) + PushColumnClipRect(); + return; + } - if (flags & ImGuiInputTextFlags_CharsUppercase) - if (c >= 'a' && c <= 'z') - *p_char = (c += (unsigned int)('A'-'a')); + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); - if (flags & ImGuiInputTextFlags_CharsNoBlank) - if (ImCharIsBlankW(c)) - return false; - } + if (g.LogEnabled) + LogRenderedText(NULL, IM_NEWLINE "--------------------------------"); - if (flags & ImGuiInputTextFlags_CallbackCharFilter) + if (window->DC.ColumnsSet) { - ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); - callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; - callback_data.EventChar = (ImWchar)c; - callback_data.Flags = flags; - callback_data.UserData = user_data; - if (callback(&callback_data) != 0) - return false; - *p_char = callback_data.EventChar; - if (!callback_data.EventChar) - return false; + PushColumnClipRect(); + window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; } - - return true; } -// Edit a string of text -// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". -// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match -// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. -// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. -// - If you want to use ImGui::InputText() with std::string, see misc/stl/imgui_stl.h -// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) -bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +void ImGui::VerticalSeparator() { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) - return false; - - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) - + return; ImGuiContext& g = *GImGui; - const ImGuiIO& io = g.IO; - const ImGuiStyle& style = g.Style; - const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; - if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, - BeginGroup(); - const ImGuiID id = window->GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); - - ImGuiWindow* draw_window = window; - if (is_multiline) - { - ItemAdd(total_bb, id, &frame_bb); - if (!BeginChildFrame(id, frame_bb.GetSize())) - { - EndChildFrame(); - EndGroup(); - return false; - } - draw_window = GetCurrentWindow(); - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; - } - else - { - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; - } - const bool hovered = ItemHoverable(frame_bb, id); - if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; + 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; - // Password pushes a temporary font with only a fallback glyph - if (is_password) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); +} - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState& edit_state = g.InputTextState; +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing - const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; - const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); - const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); - bool clear_active_id = false; + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); - bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); - if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) + ImRect bb_render = bb; + if (held) { - if (g.ActiveId != id) + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) { - // Start edition - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int prev_len_w = edit_state.CurLenW; - const int init_buf_len = (int)strlen(buf); - edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - edit_state.CursorAnimReset(); - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - edit_state.CursorClamp(); - } - else - { - edit_state.ID = id; - edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.StbState, !is_multiline); - if (!is_multiline && focus_requested_by_code) - select_all = true; - } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - edit_state.StbState.insert_mode = true; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) - select_all = true; + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); } - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); - } - else if (io.MouseClicked[0]) - { - // Release focus when we click outside - clear_active_id = true; } - bool value_changed = false; - bool enter_pressed = false; - int backup_current_text_length = 0; + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); - if (g.ActiveId == id) - { - if (!is_editable && !g.ActiveIdIsJustActivated) - { - // When read-only we always use the live data passed to the function - edit_state.TextW.resize(buf_size+1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); - edit_state.CursorClamp(); - } + return held; +} - backup_current_text_length = edit_state.CurLenA; - edit_state.BufCapacityA = buf_size; - edit_state.UserFlags = flags; - edit_state.UserCallback = callback; - edit_state.UserCallbackData = callback_user_data; +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0,0)); +} - // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. - // Down the line we should have a cleaner library-wide concept of Selected vs Active. - g.ActiveIdAllowOverlap = !io.MouseDown[0]; - g.WantTextInputNextFrame = 1; +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb); + ItemAdd(bb, 0); +} - const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) - { - edit_state.SelectAll(); - edit_state.SelectedAllMouseLock = true; - } - else if (hovered && is_osx && io.MouseDoubleClicked[0]) - { - // Double-click select a word only, OS X style (by simulating keystrokes) - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); - } - else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) - { - if (hovered) - { - stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); - } - } - else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) - { - stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); - edit_state.CursorFollow = true; - } - if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) - edit_state.SelectedAllMouseLock = false; +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} - if (io.InputCharacters[0]) - { - // Process text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if (!ignore_inputs && is_editable && !user_nav_input_start) - for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++) - { - // Insert character if they pass filtering - unsigned int c = (unsigned int)io.InputCharacters[n]; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); - } +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} - // Consume characters - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); - } - } +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); - bool cancel_edit = false; - if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) - { - // Handle key-presses - const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); - const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl - const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; - const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl - const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; - const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; - - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) - { - if (!edit_state.HasSelection()) - { - if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); - } - edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_Enter)) - { - bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) - { - enter_pressed = clear_active_id = true; - } - else if (is_editable) - { - unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); - } - } - else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); - } - else if (IsKeyPressedMap(ImGuiKey_Escape)) - { - clear_active_id = cancel_edit = true; - } - else if (is_undo || is_redo) - { - edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - edit_state.ClearSelection(); - } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) - { - edit_state.SelectAll(); - edit_state.CursorFollow = true; - } - else if (is_cut || is_copy) - { - // Cut, Copy - if (io.SetClipboardTextFn) - { - const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; - const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW; - edit_state.TempBuffer.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); - SetClipboardText(edit_state.TempBuffer.Data); - } - if (is_cut) - { - if (!edit_state.HasSelection()) - edit_state.SelectAll(); - edit_state.CursorFollow = true; - stb_textedit_cut(&edit_state, &edit_state.StbState); - } - } - else if (is_paste) - { - if (const char* clipboard = GetClipboardText()) - { - // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; - for (const char* s = clipboard; *s; ) - { - unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); - if (c == 0) - break; - if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; - } - clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation - { - stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len); - edit_state.CursorFollow = true; - } - ImGui::MemFree(clipboard_filtered); - } - } - } + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; + group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; + group_data.BackupLogLinePosY = window->DC.LogLinePosY; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.AdvanceCursor = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return +} - if (g.ActiveId == id) - { - const char* apply_new_text = NULL; - int apply_new_text_length = 0; - if (cancel_edit) - { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0) - { - apply_new_text = edit_state.InitialText.Data; - apply_new_text_length = edit_state.InitialText.Size - 1; - } - } +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); - if (apply_edit_back_to_user_buffer) - { - // Apply new value immediately - copy modified buffer back - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (is_editable) - { - edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL); - } + ImGuiGroupData& group_data = window->DC.GroupStack.back(); - // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) - { - IM_ASSERT(callback != NULL); + ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); + group_bb.Max = ImMax(group_bb.Min, group_bb.Max); - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. - ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) - { - event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; - } - else if (flags & ImGuiInputTextFlags_CallbackAlways) - event_flag = ImGuiInputTextFlags_CallbackAlways; + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; + window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; + window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return - if (event_flag) - { - ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); - callback_data.EventFlag = event_flag; - callback_data.Flags = flags; - callback_data.UserData = callback_user_data; - - callback_data.EventKey = event_key; - callback_data.Buf = edit_state.TempBuffer.Data; - callback_data.BufTextLen = edit_state.CurLenA; - callback_data.BufSize = edit_state.BufCapacityA; - callback_data.BufDirty = false; - - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = edit_state.TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end); - - // Call user code - callback(&callback_data); - - // Read back what user may have modified - IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); - IM_ASSERT(callback_data.Flags == flags); - if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (callback_data.BufDirty) - { - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL); - edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - edit_state.CursorAnimReset(); - } - } - } + if (group_data.AdvanceCursor) + { + window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset); + ItemAdd(group_bb, 0); + } - // Will copy result string if modified - if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0) - { - apply_new_text = edit_state.TempBuffer.Data; - apply_new_text_length = edit_state.CurLenA; - } - } + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // (and if you grep for LastItemId you'll notice it is only used in that context. + if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + window->DC.LastItemId = g.ActiveId; + else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; - // Copy result to user buffer - if (apply_new_text) - { - IM_ASSERT(apply_new_text_length >= 0); - if (backup_current_text_length != apply_new_text_length && is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } + window->DC.GroupStack.pop_back(); - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; - } + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + +// Gets back to previous line and continue with horizontal layout +// pos_x == 0 : follow right after previous item +// pos_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float pos_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // Clear temporary user storage - edit_state.UserFlags = 0; - edit_state.UserCallback = NULL; - edit_state.UserCallbackData = NULL; + ImGuiContext& g = *GImGui; + if (pos_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + 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; +} - // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) - if (clear_active_id && g.ActiveId == id) - ClearActiveID(); +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; - // Render - // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL; + 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. + ItemSize(ImVec2(0,0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line - // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. - // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. - const int buf_display_max_length = 2 * 1024 * 1024; +//----------------------------------------------------------------------------- +// TOOLTIPS +//----------------------------------------------------------------------------- - if (!is_multiline) +void ImGui::BeginTooltip() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) { - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + BeginTooltipEx(0, true); } - - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size - ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); - if (g.ActiveId == id || is_currently_scrolling) + else { - edit_state.CursorAnim += io.DeltaTime; - - // This is going to be messy. We need to: - // - Display the text (this alone can be more easily clipped) - // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) - // - Measure text height (for scrollbar) - // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) - // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = edit_state.TextW.Data; - ImVec2 cursor_offset, select_start_offset; + BeginTooltipEx(0, false); + } +} - { - // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. - const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + edit_state.StbState.cursor; - searches_input_ptr[1] = NULL; - int searches_remaining = 1; - int searches_result_line_number[2] = { -1, -999 }; - if (edit_state.StbState.select_start != edit_state.StbState.select_end) +// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +{ + ImGuiContext& g = *GImGui; + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (override_previous_tooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) { - searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - searches_result_line_number[1] = -1; - searches_remaining++; + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesRegular = 1; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav; + Begin(window_name, NULL, flags | extra_flags); +} - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') - { - line_count++; - if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; } - } - line_count++; - if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count; - if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count; - - // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_number[0] * g.FontSize; - if (searches_result_line_number[1] >= 0) - { - select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_number[1] * g.FontSize; - } +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} - // 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); - } +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + BeginTooltip(); + else + BeginTooltipEx(0, true); + TextV(fmt, args); + EndTooltip(); +} - // Scroll - if (edit_state.CursorFollow) - { - // Horizontal scroll in chunks of quarter width - if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) - { - const float scroll_increment_x = size.x * 0.25f; - if (cursor_offset.x < edit_state.ScrollX) - edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= edit_state.ScrollX) - edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); - } - else - { - edit_state.ScrollX = 0.0f; - } +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} - // Vertical scroll - if (is_multiline) - { - float scroll_y = draw_window->Scroll.y; - if (cursor_offset.y - g.FontSize < scroll_y) - scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag - draw_window->Scroll.y = scroll_y; - render_pos.y = draw_window->DC.CursorPos.y; - } - } - edit_state.CursorFollow = false; - const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); +//----------------------------------------------------------------------------- +// POPUPS +//----------------------------------------------------------------------------- - // Draw selection - if (edit_state.StbState.select_start != edit_state.StbState.select_end) - { - const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end); - - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. - float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); - ImVec2 rect_pos = render_pos + select_start_offset - render_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) - { - if (rect_pos.y > clip_rect.w + g.FontSize) - break; - if (rect_pos.y < clip_rect.y) - { - while (p < text_selected_end) - if (*p++ == '\n') - break; - } - else - { - ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); - rect.ClipWith(clip_rect); - if (rect.Overlaps(clip_rect)) - draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); - } - rect_pos.x = render_pos.x - render_scroll.x; - rect_pos.y += g.FontSize; - } - } +bool ImGui::IsPopupOpen(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id; +} + +bool ImGui::IsPopupOpen(const char* str_id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); +} + +ImGuiWindow* ImGui::GetFrontMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} - const int buf_display_len = edit_state.CurLenA; - if (is_multiline || buf_display_len < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); +void ImGui::OpenPopup(const char* str_id) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id)); +} - // Draw blinking cursor - bool cursor_is_visible = (!g.IO.ConfigCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + int current_stack_size = g.CurrentPopupStack.Size; + ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.ParentWindow = parent_window; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenMousePos = g.IO.MousePos; + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (is_editable) + //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) { - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); - g.PlatformImePosViewport = window->Viewport; + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } - } - else - { - // Render text only - const char* buf_end = NULL; - if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width else - buf_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); - } + { + // Close child popups if any, then flag popup for open/reopen + g.OpenPopupStack.resize(current_stack_size + 1); + g.OpenPopupStack[current_stack_size] = popup_ref; + } - if (is_multiline) - { - Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line - EndChildFrame(); - EndGroup(); + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); } - - if (is_password) - PopFont(); - - // Log as text - if (g.LogEnabled && !is_password) - LogRenderedText(&render_pos, buf_display, NULL); - - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - if (value_changed) - MarkItemEdited(id); - - if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; - else - return value_changed; } -bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) -{ - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); -} - -bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) { - return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); + 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; } -// NB: format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "format" argument) -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags) +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); - if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - - char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); - - bool value_changed = false; - if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - extra_flags |= ImGuiInputTextFlags_CharsDecimal; - extra_flags |= ImGuiInputTextFlags_AutoSelectAll; + if (g.OpenPopupStack.empty()) + return; - if (step != NULL) + // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. + // Don't close our own child popup windows. + int n = 0; + if (ref_window) { - const float button_size = GetFrameHeight(); - - BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() - PushID(label); - PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); - PopItemWidth(); - - // Step buttons - SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) - { - DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); - value_changed = true; - } - SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) + for (n = 0; n < g.OpenPopupStack.Size; n++) { - DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); - value_changed = true; - } - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + ImGuiPopupRef& popup = g.OpenPopupStack[n]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; - PopID(); - EndGroup(); - } - else - { - if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) + bool has_focus = false; + for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++) + has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow); + if (!has_focus) + break; + } } - - return value_changed; + if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below + ClosePopupToLevel(n); } -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags) +void ImGui::ClosePopupToLevel(int remaining) { - extra_flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags); + IM_ASSERT(remaining >= 0); + ImGuiContext& g = *GImGui; + ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; + if (g.NavLayer == 0) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + focus_window->DC.NavHideHighlightOneFrame = true; + g.OpenPopupStack.resize(remaining); } -bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags) +void ImGui::ClosePopup(ImGuiID id) { - extra_flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags); + if (!IsPopupOpen(id)) + return; + ImGuiContext& g = *GImGui; + ClosePopupToLevel(g.OpenPopupStack.Size - 1); } -bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags) +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() { - // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. - const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags); + ImGuiContext& g = *GImGui; + int popup_idx = g.CurrentPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu)) + popup_idx--; + ClosePopupToLevel(popup_idx); } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - bool value_changed = false; - BeginGroup(); - PushID(label); - PushMultiItemsWidths(components); - size_t type_size = GDataTypeInfo[data_type].Size; - for (int i = 0; i < components; i++) + if (!IsPopupOpen(id)) { - PushID(i); - value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags); - SameLine(0, g.Style.ItemInnerSpacing.x); - PopID(); - PopItemWidth(); - v = (void*)((char*)v + type_size); + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; } - PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); - EndGroup(); - return value_changed; -} + char name[20]; + if (extra_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame -bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags) -{ - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); -} + bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); -bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags) -{ - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); + return is_open; } -bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags) +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance + { + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; + } + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -// Prefer using "const char* format" directly, which is more flexible and consistent with other API. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags) +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputFloat(label, v, step, step_fast, format, extra_flags); -} + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id)) + { + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; + } -bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); -} + // 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)); -bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags) -{ - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); + bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopup(id); + return false; + } + return is_open; } -bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags) +void ImGui::EndPopup() { - char format[16] = "%f"; - if (decimal_precision >= 0) - ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); - return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiContext& g = *GImGui; (void)g; + IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.CurrentPopupStack.Size > 0); -bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags) -{ - return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags); + // Make all menus and popups wrap around for now, may need to expose that policy. + NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + + End(); } -bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags) +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// You can pass a NULL str_id to use the identifier of the last item. +bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) { - return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags); + ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags) +bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) { - return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags); + if (!str_id) + str_id = "window_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (also_over_items || !IsAnyItemHovered()) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -static float CalcMaxPopupHeightFromItemCount(int items_count) +bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) { - ImGuiContext& g = *GImGui; - if (items_count <= 0) - return FLT_MAX; - return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); + if (!str_id) + str_id = "void_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } -bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths - ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; - - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - - const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; + // Default popup policy + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + if (avail_w < size.x || avail_h < size.y) + continue; + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + *last_dir = dir; + return pos; + } - bool hovered, held; - bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id); + // Fallback, try to keep within display + *last_dir = ImGuiDir_None; + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} - const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); - const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); - if (!(flags & ImGuiComboFlags_NoArrowButton)) +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) { - window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; } - RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); - if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - if ((pressed || g.NavActivateId == id) && !popup_open) + else { - if (window->DC.NavLayerCurrent == 0) - window->NavLastIds[0] = id; - OpenPopupEx(id); - popup_open = true; + r_screen.Min = window->Viewport->Pos; + r_screen.Max = window->Viewport->Pos + window->Viewport->Size; } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} - if (!popup_open) - return false; - - if (backup_next_window_size_constraint) +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->Flags & ImGuiWindowFlags_ChildMenu) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; - g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); } - else + if (window->Flags & ImGuiWindowFlags_Popup) { - if ((flags & ImGuiComboFlags_HeightMask_) == 0) - flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one - int popup_max_height_in_items = -1; - if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; - else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; - else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; - SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); } - - char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth - - // Peak into expected window size so we can position it - if (ImGuiWindow* popup_window = FindWindowByName(name)) - if (popup_window->WasActive) - { - ImVec2 size_expected = CalcWindowExpectedSize(popup_window); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; - ImRect r_outer = GetWindowAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); - SetNextWindowPos(pos); - } - - // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); - bool ret = Begin(name, NULL, window_flags); - PopStyleVar(); - if (!ret) + if (window->Flags & ImGuiWindowFlags_Tooltip) { - EndPopup(); - IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above - return false; + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + if (window->AutoPosLastDirection == ImGuiDir_None) + pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + return pos; } - return true; + IM_ASSERT(0); + return window->Pos; } -void ImGui::EndCombo() +//----------------------------------------------------------------------------- +// NAVIGATION +//----------------------------------------------------------------------------- + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) { - EndPopup(); + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; } -// Getter for the old Combo() API: const char*[] -static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) { - const char* const* items = (const char* const*)data; - if (out_text) - *out_text = items[idx]; - return true; + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; } -// Getter for the old Combo() API: "item1\0item2\0item3\0" -static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) { - // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. - const char* items_separated_by_zeros = (const char*)data; - int items_count = 0; - const char* p = items_separated_by_zeros; - while (*p) + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) { - if (idx == items_count) - break; - p += strlen(p) + 1; - items_count++; + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); } - if (!*p) - return false; - if (out_text) - *out_text = p; - return true; } -// Old API, prefer using BeginCombo() nowadays if you can. -bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; - - // Call the getter to obtain the preview string which is a parameter to BeginCombo() - const char* preview_value = NULL; - if (*current_item >= 0 && *current_item < items_count) - items_getter(data, *current_item, &preview_value); - - // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) - SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); - - if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) return false; - // Display items - // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) - bool value_changed = false; - for (int i = 0; i < items_count; i++) - { - PushID((void*)(intptr_t)i); - const bool item_selected = (i == *current_item); - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; - if (Selectable(item_text, item_selected)) - { - value_changed = true; - *current_item = i; - } - if (item_selected) - SetItemDefaultFocus(); - PopID(); - } - - EndCombo(); - return value_changed; -} - -// Combo box helper allowing to pass an array of strings. -bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) -{ - const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); - return value_changed; -} + const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; -// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" -bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) -{ - int items_count = 0; - const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open - while (*p) + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) { - p += strlen(p) + 1; - items_count++; + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Contains(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } - bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); - return value_changed; -} -// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image. -// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. -bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) - ImGuiID id = window->GetID(label); - ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); - ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrentLineTextBaseOffset; - ImRect bb_inner(pos, pos + size); - ItemSize(bb_inner); - - // Fill horizontal space. - ImVec2 window_padding = window->WindowPadding; - float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; - float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x); - ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); - ImRect bb(pos, pos + size_draw); - if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) - bb.Max.x += window_padding.x; - - // Selectables are tightly packed together, we extend the box to cover spacing between selectable. - float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); - float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); - float spacing_R = style.ItemSpacing.x - spacing_L; - float spacing_D = style.ItemSpacing.y - spacing_U; - bb.Min.x -= spacing_L; - bb.Min.y -= spacing_U; - bb.Max.x += spacing_R; - bb.Max.y += spacing_D; - if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id)) - { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) - PushColumnClipRect(); - return false; + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); } - - // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries - ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; - if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; - if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; - if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; - if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - if (flags & ImGuiSelectableFlags_Disabled) - selected = false; - - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) - if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) - { - g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent); - } - if (pressed) - MarkItemEdited(id); - - // Render - if (hovered || selected) + else if (dcx != 0.0f || dcy != 0.0f) { - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(bb.Min, bb.Max, col, false, 0.0f); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); } - - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) + else { - PushColumnClipRect(); - bb.Max.x -= (GetContentRegionMax().x - max_x); + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f)); - if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); - - // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) - CloseCurrentPopup(); - return pressed; -} - -bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) -{ - if (Selectable(label, *p_selected, flags, size_arg)) +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) { - *p_selected = !*p_selected; - return true; + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } - return false; -} - -// FIXME: Rename to BeginListBox() -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty" -bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - - const ImGuiStyle& style = GetStyle(); - const ImGuiID id = GetID(label); - const ImVec2 label_size = CalcTextSize(label, NULL, true); - - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); - ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); - ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); - ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. - - BeginGroup(); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - - BeginChildFrame(id, frame_bb.GetSize()); - return true; -} - -// FIXME: Rename to BeginListBox() -bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) -{ - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). - ImVec2 size; - size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y; - return ListBoxHeader(label, size); -} - -// FIXME: Rename to EndListBox() -void ImGui::ListBoxFooter() -{ - ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); - - EndChildFrame(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize(bb, style.FramePadding.y); - EndGroup(); -} - -bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) -{ - const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); - return value_changed; -} - -bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) -{ - if (!ListBoxHeader(label, items_count, height_in_items)) - return false; + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = ImGui::GetOverlayDrawList(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); + } + } + #endif - // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; - bool value_changed = false; - ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. - while (clipper.Step()) - for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) { - const bool item_selected = (i == *current_item); - const char* item_text; - if (!items_getter(data, i, &item_text)) - item_text = "*Unknown item*"; + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } - PushID(i); - if (Selectable(item_text, item_selected)) + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) { - *current_item = i; - value_changed = true; + result->DistAxial = dist_axial; + new_best = true; } - if (item_selected) - SetItemDefaultFocus(); - PopID(); - } - ListBoxFooter(); - if (value_changed) - MarkItemEdited(g.CurrentWindow->DC.LastItemId); - return value_changed; + return new_best; } -bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; - ImVec2 pos = window->DC.CursorPos; - ImVec2 label_size = CalcTextSize(label, NULL, true); + //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. + // return; - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (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); - 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(). - } - else + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) { - ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); - pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); - if (shortcut_size.x > 0.0f) + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) { - PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); - PopStyleColor(); + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); } - if (selected) - RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } - return pressed; -} -bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) -{ - if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav)) { - if (p_selected) - *p_selected = !*p_selected; - return true; + ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->ID = id; + result->Window = window; + result->RectRel = nav_bb_rel; + } + + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) + { + result = &g.NavMoveResultLocalVisibleSet; + result->ID = id; + result->Window = window; + result->RectRel = nav_bb_rel; + } } - return false; -} -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(g.Viewports[0]->Pos); - SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) + // Update window-relative bounding box of navigated item + if (g.NavId == id) { - End(); - return false; + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->FocusIdxTabCounter; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) } - return true; } -void ImGui::EndMainMenuBar() +bool ImGui::NavMoveRequestButNoResultYet() { - 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) - FocusFrontMostActiveWindowIgnoringOne(g.NavWindow); - - End(); + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; } -bool ImGui::BeginMenuBar() +void ImGui::NavMoveRequestCancel() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - if (!(window->Flags & ImGuiWindowFlags_MenuBar)) - return false; - - IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 - PushID("##menubar"); - - // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. - // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. - ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); - clip_rect.ClipWith(window->OuterRectClipped); - PushClipRect(clip_rect.Min, clip_rect.Max, false); - - window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); - window->DC.LayoutType = ImGuiLayoutType_Horizontal; - window->DC.NavLayerCurrent++; - window->DC.NavLayerCurrentMask <<= 1; - window->DC.MenuBarAppending = true; - AlignTextToFramePadding(); - return true; + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); } -void ImGui::EndMenuBar() +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; ImGuiContext& g = *GImGui; - - // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. - if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - { - ImGuiWindow* nav_earliest_child = g.NavWindow; - while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) - nav_earliest_child = nav_earliest_child->ParentWindow; - if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) - { - // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. - // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) - IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check - FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); - g.NavLayer = 1; - g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); - } - } - - IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); - IM_ASSERT(window->DC.MenuBarAppending); - PopClipRect(); - PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().AdvanceCursor = false; - EndGroup(); // Restore position on layer 0 - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.NavLayerCurrent--; - window->DC.NavLayerCurrentMask >>= 1; - window->DC.MenuBarAppending = false; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + ImGui::NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; } -bool ImGui::BeginMenu(const char* label, bool enabled) +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - - ImVec2 label_size = CalcTextSize(label, NULL, true); - - bool pressed; - bool menu_is_open = IsPopupOpen(id); - bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back()); - ImGuiWindow* backed_nav_window = g.NavWindow; - if (menuset_is_open) - g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) - - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup). - ImVec2 popup_pos, pos = window->DC.CursorPos; - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - { - // Menu inside an horizontal menu bar - // Selectable extend their highlight by half ItemSpacing in each direction. - // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); - float w = label_size.x; - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); - PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). - } - 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 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(); - } - - const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); - if (menuset_is_open) - g.NavWindow = backed_nav_window; - - bool want_open = false, want_close = false; - if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) - { - // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) - { - if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window) - { - 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 - } - } - - 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); + if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) + return; + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; - if (g.NavActivateId == id) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open - { - want_open = true; - NavMoveRequestCancel(); - } - } - else + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - // Menu bar - if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it - { - want_close = true; - want_open = menu_is_open = false; - } - else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others - { - want_open = true; - } - else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open - { - want_open = true; - NavMoveRequestCancel(); - } + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } - - if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' - want_close = true; - if (want_close && IsPopupOpen(id)) - ClosePopupToLevel(g.CurrentPopupStack.Size); - - if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size) + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. - OpenPopup(label); - return false; + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } - - menu_is_open |= want_open; - if (want_open) - OpenPopup(label); - - if (menu_is_open) + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) - SetNextWindowPos(popup_pos, ImGuiCond_Always); - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) - flags |= ImGuiWindowFlags_ChildWindow; - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } - - return menu_is_open; -} - -void ImGui::EndMenu() -{ - // Nav: When a left move request _within our child menu_ failed, close the menu. - // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. - // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - ClosePopupToLevel(g.OpenPopupStack.Size - 1); - NavMoveRequestCancel(); + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } - - EndPopup(); } -// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +static void ImGui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window) { - ImGuiContext& g = *GImGui; - - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - BeginTooltipEx(0, true); - - const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; - if (text_end > text) - { - TextUnformatted(text, text_end); - Separator(); - } - - ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); - ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); - SameLine(); - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); - else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); - EndTooltip(); + ImGuiWindow* parent_window = nav_window; + while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent_window = parent_window->ParentWindow; + if (parent_window && parent_window != nav_window) + parent_window->NavLastChildNavWindow = nav_window; } -static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +// Call when we are expected to land on Layer 0 after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { - float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; - int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); - return IM_COL32(r, g, b, 0xFF); + return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; } -// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. -// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. -void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +static void NavRestoreLayer(int layer) { - ImGuiWindow* window = GetCurrentWindow(); - if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) - { - ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); - ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); - window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); - - int yi = 0; - for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) - { - float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); - if (y2 <= y1) - continue; - for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) - { - float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); - if (x2 <= x1) - continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); - } - } - } + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); else - { - window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); - } + ImGui::NavInitWindow(g.NavWindow, true); } -void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__InputsMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask; - if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; - if ((flags & ImGuiColorEditFlags__PickerMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected - g.ColorEditOptions = flags; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); } -// A little colored square. Return true when clicked. -// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. -// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. -bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiID id = window->GetID(desc_id); - float default_size = GetFrameHeight(); - if (size.x == 0.0f) - size.x = default_size; - if (size.y == 0.0f) - size.y = default_size; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); - if (!ItemAdd(bb, id)) - return false; - - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); - - if (flags & ImGuiColorEditFlags_NoAlpha) - flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); - - ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f); - float grid_step = ImMin(size.x, size.y) / 2.99f; - float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); - ImRect bb_inner = bb; - float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. - bb_inner.Expand(off); - if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f) + IM_ASSERT(window == g.NavWindow); + bool init_for_nav = false; + if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + if (init_for_nav) { - float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); - RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + SetNavID(0, g.NavLayer); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); } else { - // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha; - if (col_source.w < 1.0f) - RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); - else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + g.NavId = window->NavLastIds[0]; } - RenderNavHighlight(bb, id); - if (g.Style.FrameBorderSize > 0.0f) - RenderFrameBorder(bb.Min, bb.Max, rounding); - else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border +} - // Drag and Drop Source - // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. - if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) { - if (flags & ImGuiColorEditFlags_NoAlpha) - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); - else - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); - ColorButton(desc_id, col, flags); - SameLine(); - TextUnformatted("Color"); - EndDragDropSource(); + IM_ASSERT(ImGui::IsMousePosValid()); // This will probably trigger at some point, please share your repro! + return ImFloor(g.IO.MousePos); } - // Tooltip - if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item + const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x*4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect visible_rect = g.NavWindow->Viewport->GetRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. +} - if (pressed) - MarkItemEdited(id); +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) - return pressed; + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; } -bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) { - return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; } -void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +// 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) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask); - bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); - if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); + //GetOverlayDrawList(window)->AddRect(window_rect_rel.Min, window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect.Contains(item_rect)) return; + ImGuiContext& g = *GImGui; - ImGuiColorEditFlags opts = g.ColorEditOptions; - if (allow_opt_inputs) - { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV; - if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX; - } - if (allow_opt_datatype) + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) { - if (allow_opt_inputs) Separator(); - if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; - if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; } - - if (allow_opt_inputs || allow_opt_datatype) - Separator(); - if (Button("Copy as..", ImVec2(-1,0))) - OpenPopup("Copy"); - if (BeginPopup("Copy")) + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) { - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - char buf[64]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - if (Selectable(buf)) - SetClipboardText(buf); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); - if (Selectable(buf)) - SetClipboardText(buf); - if (flags & ImGuiColorEditFlags_NoAlpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); - else - ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); - if (Selectable(buf)) - SetClipboardText(buf); - EndPopup(); + window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; } - - g.ColorEditOptions = opts; - EndPopup(); -} - -void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) -{ - bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); - bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); - if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context")) - return; - ImGuiContext& g = *GImGui; - if (allow_opt_picker) + if (item_rect.Min.y < window_rect.Min.y) { - ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function - ImGui::PushItemWidth(picker_size.x); - for (int picker_type = 0; picker_type < 2; picker_type++) - { - // Draw small/thumbnail version of each picker type (over an invisible button for selection) - if (picker_type > 0) ImGui::Separator(); - ImGui::PushID(picker_type); - ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); - if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; - ImVec2 backup_pos = ImGui::GetCursorScreenPos(); - if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup - g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); - ImGui::SetCursorScreenPos(backup_pos); - ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4)); - ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); - ImGui::PopID(); - } - ImGui::PopItemWidth(); + window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; } - if (allow_opt_alpha_bar) + else if (item_rect.Max.y >= window_rect.Max.y) { - if (allow_opt_picker) ImGui::Separator(); - ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; } - ImGui::EndPopup(); } -// Edit colors components (each component in 0.0f..1.0f range). -// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. -bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +static void ImGui::NavUpdate() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - const float square_sz = GetFrameHeight(); - const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = CalcItemWidth() - w_extra; - const char* label_display_end = FindRenderedTextEnd(label); - - BeginGroup(); - PushID(label); - - // If we're not showing any slider there's no point in doing any HSV conversions - const ImGuiColorEditFlags flags_untouched = flags; - if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions; - - // Context menu: display and modify options (before defaults are applied) - if (!(flags & ImGuiColorEditFlags_NoOptions)) - ColorEditOptionsPopup(col, flags); - - // Read stored options - if (!(flags & ImGuiColorEditFlags__InputsMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask); - if (!(flags & ImGuiColorEditFlags__DataTypeMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); - if (!(flags & ImGuiColorEditFlags__PickerMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); - - const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; - const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; - const int components = alpha ? 4 : 3; - - // Convert to the formats we need - float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_HSV) - ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; - - bool value_changed = false; - bool value_changed_as_float = false; - - if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) - { - // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); - - const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); - const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; - const char* fmt_table_int[3][4] = - { - { "%3d", "%3d", "%3d", "%3d" }, // Short display - { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA - { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA - }; - const char* fmt_table_float[3][4] = - { - { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display - { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA - { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA - }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1; + g.IO.WantSetMousePos = false; +#if 0 + if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif - PushItemWidth(w_item_one); - for (int n = 0; n < components; n++) - { - if (n > 0) - SameLine(0, style.ItemInnerSpacing.x); - if (n + 1 == components) - PushItemWidth(w_item_last); - if (flags & ImGuiColorEditFlags_Float) - value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); - else - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); - } - PopItemWidth(); - PopItemWidth(); + // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY } - else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) { - // RGB Hexadecimal Input - char buf[64]; - if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + IM_ASSERT(g.NavWindow); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - PushItemWidth(w_items_all); - if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) - { - value_changed = true; - char* p = buf; - while (*p == '#' || ImCharIsBlankA(*p)) - p++; - i[0] = i[1] = i[2] = i[3] = 0; - if (alpha) - sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) - else - sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); - PopItemWidth(); + SetNavID(g.NavInitResultId, g.NavLayer); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; - ImGuiWindow* picker_active_window = NULL; - if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) - { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + // Process navigation move request + if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0)) + NavUpdateMoveResult(); - const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); - if (ColorButton("##ColorButton", col_v4, flags)) - { - if (!(flags & ImGuiColorEditFlags_NoPicker)) - { - // Store current color and open a picker - g.ColorPickerRef = col_v4; - OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); - } - } - if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } - if (BeginPopup("picker")) + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) { - picker_active_window = g.CurrentWindow; - if (label != label_display_end) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { - TextUnformatted(label, label_display_end); - Separator(); + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); + g.IO.WantSetMousePos = true; } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? - value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); - PopItemWidth(); - EndPopup(); } + g.NavMousePosDirty = false; } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); - if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) - { - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); - } + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindow(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + g.NavWindow->NavLastChildNavWindow = NULL; - // Convert back - if (picker_active_window == NULL) - { - if (!value_changed_as_float) - for (int n = 0; n < 4; n++) - f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_HSV) - ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - if (value_changed) - { - col[0] = f[0]; - col[1] = f[1]; - col[2] = f[2]; - if (alpha) - col[3] = f[3]; - } - } + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); - PopID(); - EndGroup(); + // Set output flags for user application + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; - // Drag and Drop Target - // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0); + g.NavIdIsAlive = false; + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1); + } + else if (g.NavLayer != 0) { - memcpy((float*)col, payload->Data, sizeof(float) * 3); - value_changed = true; + // Leave the "menu" layer + NavRestoreLayer(0); } - if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + else { - memcpy((float*)col, payload->Data, sizeof(float) * components); - value_changed = true; + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; } - EndDragDropTarget(); } - // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). - if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) - window->DC.LastItemId = g.ActiveId; - - if (value_changed) - MarkItemEdited(window->DC.LastItemId); - - return value_changed; -} - -bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) -{ - float col4[4] = { col[0], col[1], col[2], 1.0f }; - if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) - return false; - col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; - return true; -} - -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) -{ - 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); -} + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; -// ColorPicker -// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) -bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImDrawList* draw_list = window->DrawList; + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; - ImGuiStyle& style = g.Style; - ImGuiIO& io = g.IO; - - PushID(label); - BeginGroup(); - - if (!(flags & ImGuiColorEditFlags_NoSidePreview)) - flags |= ImGuiColorEditFlags_NoSmallPreview; - - // Context menu: display and store options. - if (!(flags & ImGuiColorEditFlags_NoOptions)) - - // Read stored options - if (!(flags & ImGuiColorEditFlags__PickerMask)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected - if (!(flags & ImGuiColorEditFlags_NoOptions)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); - - // Setup - int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; - bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); - ImVec2 picker_pos = window->DC.CursorPos; - float square_sz = GetFrameHeight(); - float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box - float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; - float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); - - float backup_initial_col[4]; - memcpy(backup_initial_col, col, components * sizeof(float)); - - float wheel_thickness = sv_picker_size * 0.08f; - float wheel_r_outer = sv_picker_size * 0.50f; - float wheel_r_inner = wheel_r_outer - wheel_thickness; - ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); - - // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. - float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); - ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. - ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. - ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. - - float H,S,V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V); - - bool value_changed = false, value_changed_h = false, value_changed_sv = false; - - PushItemFlag(ImGuiItemFlags_NoNav, true); - if (flags & ImGuiColorEditFlags_PickerHueWheel) - { - // Hue wheel + SV triangle logic - InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); - if (IsItemActive()) + // Initiate directional inputs request + const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = 0; + if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; - ImVec2 current_off = g.IO.MousePos - wheel_center; - float initial_dist2 = ImLengthSqr(initial_off); - if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) - { - // Interactive with Hue wheel - H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; - if (H < 0.0f) - H += 1.0f; - value_changed = value_changed_h = true; - } - float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); - float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); - if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) - { - // Interacting with SV triangle - ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); - if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) - current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); - float uu, vv, ww; - ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); - V = ImClamp(1.0f - vv, 0.0001f, 1.0f); - S = ImClamp(uu / V, 0.0001f, 1.0f); - value_changed = value_changed_sv = true; - } + if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) { - const char* label_display_end = FindRenderedTextEnd(label); - if (label != label_display_end) + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { - if ((flags & ImGuiColorEditFlags_NoSidePreview)) - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } - } - if (!(flags & ImGuiColorEditFlags_NoSidePreview)) - { - PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); - ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - if ((flags & ImGuiColorEditFlags_NoLabel)) - Text("Current"); - ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)); - if (ref_col != NULL) + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) { - Text("Original"); - ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) - { - memcpy(col, ref_col, components * sizeof(float)); - value_changed = true; - } + SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; } - PopItemFlag(); - EndGroup(); - } - - // Convert back color to RGB - if (value_changed_h || value_changed_sv) - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); - - // R,G,B and H,S,V slider color editor - bool value_changed_fix_hue_wrap = false; - if ((flags & ImGuiColorEditFlags_NoInputs) == 0) - { - PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; - ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; - if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB)) - { - // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. - // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) - value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); - value_changed = true; - } - if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV); - if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX); - PopItemWidth(); - } - - // Try to cancel hue wrap (after ColorEdit4 call), if any - if (value_changed_fix_hue_wrap) - { - float new_H, new_S, new_V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); - if (new_H <= 0 && H > 0) + if (scroll_dir.y != 0.0f) { - if (new_V <= 0 && V != new_V) - ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); - else if (new_S <= 0) - ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f)); - - 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; + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); - if (flags & ImGuiColorEditFlags_PickerHueWheel) + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { - // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). - const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); - for (int n = 0; n < 6; n++) + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { - const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; - const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; - const int vert_start_idx = draw_list->VtxBuffer.Size; - draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); - const int vert_end_idx = draw_list->VtxBuffer.Size; - - // Paint colors over existing vertices - ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); - ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = 0; } + g.NavMoveFromClampedRefRect = false; + } - // Render Cursor + preview on Hue Wheel - float cos_hue_angle = ImCos(H * 2.0f * IM_PI); - float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); - float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; - int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); - draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); - - // Render SV triangle (rotated according to hue) - ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); - ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); - ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); - ImVec2 uv_white = GetFontTexUvWhitePixel(); - draw_list->PrimReserve(6, 6); - draw_list->PrimVtx(tra, uv_white, hue_color32); - draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); - sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); - } - else if (flags & ImGuiColorEditFlags_PickerHueBar) - { - // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); - - // Render Hue Bar - for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); - RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); - } - - // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) - float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); - - // Render alpha bar - if (alpha_bar) - { - float alpha = ImSaturate(col[3]); - ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); - RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); - } - - EndGroup(); - - if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) - value_changed = false; - if (value_changed) - MarkItemEdited(window->DC.LastItemId); - - PopID(); - - return value_changed; + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0); + g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); + g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; + IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(NULL); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } +#endif } -// Horizontal/vertical separating line -void ImGui::Separator() +static void ImGui::NavUpdateMoveResult() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + // Select which result to use ImGuiContext& g = *GImGui; + ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected - if (flags & ImGuiSeparatorFlags_Vertical) - { - VerticalSeparator(); - return; - } - - // Horizontal Separator - if (window->DC.ColumnsSet) - PopClipRect(); + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) + result = &g.NavMoveResultLocalVisibleSet; - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); - 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)) + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == 0) { - if (window->DC.ColumnsSet) - PushColumnClipRect(); - return; - } - - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + NavScrollToBringItemIntoView(result->Window, rect_abs); - if (g.LogEnabled) - LogRenderedText(NULL, IM_NEWLINE "--------------------------------"); + // 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); - if (window->DC.ColumnsSet) - { - PushColumnClipRect(); - window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; + // 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)); } -} - -void ImGui::VerticalSeparator() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ImGuiContext& g = *GImGui; - - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.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(" |"); + // Apply result from previous frame navigation directional move request + ClearActiveID(); + g.NavWindow = result->Window; + SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + g.NavJustMovedToId = result->ID; + g.NavMoveFromClampedRefRect = false; } -// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. -bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; - bool item_add = ItemAdd(bb, id); - window->DC.ItemFlags = item_flags_backup; - if (!item_add) - return false; - - bool hovered, held; - ImRect bb_interact = bb; - bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); - ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); - if (g.ActiveId != id) - SetItemAllowOverlap(); - - if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) - SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); - - ImRect bb_render = bb; - if (held) + if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) { - ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; - - // Minimum pane size - float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); - float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); - if (mouse_delta < -size_1_maximum_delta) - mouse_delta = -size_1_maximum_delta; - if (mouse_delta > size_2_maximum_delta) - mouse_delta = size_2_maximum_delta; - - // Apply resize - if (mouse_delta != 0.0f) + ImGuiWindow* window = g.NavWindow; + bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held)) { - if (mouse_delta < 0.0f) - IM_ASSERT(*size1 + mouse_delta >= min_size1); - if (mouse_delta > 0.0f) - IM_ASSERT(*size2 - mouse_delta >= min_size2); - *size1 += mouse_delta; - *size2 -= mouse_delta; - bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); - MarkItemEdited(id); - } - } - - // Render - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); - - return held; -} - -void ImGui::Spacing() -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ItemSize(ImVec2(0,0)); -} - -void ImGui::Dummy(const ImVec2& size) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); - ItemAdd(bb, 0); + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); + } + else + { + const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + return nav_scoring_rect_offset_y; + } + } + } + return 0.0f; } -bool ImGui::IsRectVisible(const ImVec2& size) +static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); + ImGuiContext& g = *GImGui; + for (int i = g.Windows.Size-1; i >= 0; i--) + if (g.Windows[i] == window) + return i; + return -1; } -bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.Windows[i])) + return g.Windows[i]; + return NULL; } -// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) -void ImGui::BeginGroup() +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); - ImGuiGroupData& group_data = window->DC.GroupStack.back(); - group_data.BackupCursorPos = window->DC.CursorPos; - group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; - group_data.BackupIndent = window->DC.Indent; - group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; - group_data.BackupLogLinePosY = window->DC.LogLinePosY; - group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; - window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; - window->DC.Indent = window->DC.GroupOffset; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + const int i_current = FindWindowIndex(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.Windows.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; } -void ImGui::EndGroup() +// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) +static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + ImGuiWindow* modal_window = GetFrontMostPopupModal(); + if (modal_window != NULL) + { + g.NavWindowingTarget = NULL; + return; + } - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } - window->DC.CursorPos = group_data.BackupCursorPos; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); - window->DC.Indent = group_data.BackupIndent; - window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + // Start CTRL-TAB or Square+L/R window selection + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } - if (group_data.AdvanceCursor) + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset); - ItemAdd(group_bb, 0); - } + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); - // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. - // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) - window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) - window->DC.LastItemId = g.ActiveIdPreviousFrame; - window->DC.LastItemRect = group_bb; + // Select window to focus + const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } - window->DC.GroupStack.pop_back(); + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] -} + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } -// Gets back to previous line and continue with horizontal layout -// pos_x == 0 : follow right after previous item -// pos_x != 0 : align to specified x position (relative to window/group left) -// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 -// spacing_w >= 0 : enforce spacing amount -void ImGui::SameLine(float pos_x, float spacing_w) -{ - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + // Keyboard: Press and Release ALT to toggle menu layer + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; - ImGuiContext& g = *GImGui; - if (pos_x != 0.0f) + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { - if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well + g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } } - else + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; - window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1)) + g.NavLayer = 1; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0); } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } -void ImGui::NewLine() +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingList() +{ ImGuiContext& g = *GImGui; - 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. - ItemSize(ImVec2(0,0)); - else - ItemSize(ImVec2(0.0f, g.FontSize)); - window->DC.LayoutType = backup_layout_type; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingList == NULL) + g.NavWindowingList = FindWindowByName("###NavWindowingList"); + ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.Windows.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.Windows[n]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); } +//----------------------------------------------------------------------------- +// COLUMNS +//----------------------------------------------------------------------------- + void ImGui::NextColumn() { ImGuiWindow* window = GetCurrentWindow(); @@ -14540,479 +9005,792 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag } } - for (int n = 0; n < columns_count; n++) + 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) - 1.0f); + 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); + } + + window->DrawList->ChannelsSplit(columns->Count); + PushColumnClipRect(); + PushItemWidth(GetColumnWidth() * 0.65f); +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + 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->StartMaxPosX; // 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) + { + const float y1 = columns->StartPosY; + const float y2 = window->DC.CursorPos.y; + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction + const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), 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.ColumnsSet = 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 + if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) + return; + + if (window->DC.ColumnsSet != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//----------------------------------------------------------------------------- +// DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = 0; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// Call when current ID is active. +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + int mouse_button = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + return false; + + if (source_id == 0) + { + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + 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); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + else + { + g.ActiveIdAllowOverlap = false; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + } + else + { + window = NULL; + source_id = ImHash("#SourceExtern", 0); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSourceOrTarget = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesRegular = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSourceOrTarget = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); - 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); + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; } + payload.DataFrameCount = g.FrameCount; - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } -void ImGui::EndColumns() +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); + if (!g.DragDropActive) + return false; - PopItemWidth(); - PopClipRect(); - window->DrawList->ChannelsMerge(); + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; - 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->StartMaxPosX; // Restore cursor max pos, as columns don't grow parent + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} - // Draw columns borders and handle resize - bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - const float y1 = columns->StartPosY; - const float y2 = window->DC.CursorPos.y; - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction - const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_rect, column_id, false)) - continue; +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; - bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) + return false; - // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); - } + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; - // 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; + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} - window->DC.ColumnsSet = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; } -// [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) +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) - return; + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } - if (window->DC.ColumnsSet != NULL) - EndColumns(); + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + { + // FIXME-DRAG: Settle on a proper default visuals for drop target. + r.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(r); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + if (push_clip_rect) window->DrawList->PopClipRect(); + } - if (columns_count != 1) - BeginColumns(id, columns_count, flags); + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; } -void ImGui::Indent(float indent_w) +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget); + g.DragDropWithinSourceOrTarget = false; } -void ImGui::Unindent(float indent_w) +//----------------------------------------------------------------------------- +// LOGGING +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + if (g.LogFile) + vfprintf(g.LogFile, fmt, args); + else + g.LogClipboard.appendfv(fmt, args); + va_end(args); } -void ImGui::TreePush(const char* str_id) -{ - ImGuiWindow* window = GetCurrentWindow(); - Indent(); - window->DC.TreeDepth++; - PushID(str_id ? str_id : "#TreePush"); +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); + if (ref_pos) + window->DC.LogLinePosY = ref_pos->y; + + const char* text_remaining = text; + if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogStartDepth = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. + const char* line_end = text_remaining; + while (line_end < text_end) + if (*line_end == '\n') + break; + else + line_end++; + if (line_end >= text_end) + line_end = NULL; + + const bool is_first_line = (text == text_remaining); + bool is_last_line = false; + if (line_end == NULL) + { + is_last_line = true; + line_end = text_end; + } + if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0)) + { + const int char_count = (int)(line_end - text_remaining); + if (log_new_line || !is_first_line) + LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining); + else + LogText(" %.*s", char_count, text_remaining); + } + + if (is_last_line) + break; + text_remaining = line_end + 1; + } } -void ImGui::TreePush(const void* ptr_id) +// Start logging ImGui output to TTY +void ImGui::LogToTTY(int max_depth) { - ImGuiWindow* window = GetCurrentWindow(); - Indent(); - window->DC.TreeDepth++; - PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); -} + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + ImGuiWindow* window = g.CurrentWindow; -void ImGui::TreePushRawID(ImGuiID id) -{ - ImGuiWindow* window = GetCurrentWindow(); - Indent(); - window->DC.TreeDepth++; - window->IDStack.push_back(id); + IM_ASSERT(g.LogFile == NULL); + g.LogFile = stdout; + g.LogEnabled = true; + g.LogStartDepth = window->DC.TreeDepth; + if (max_depth >= 0) + g.LogAutoExpandMaxDepth = max_depth; } -void ImGui::TreePop() +// Start logging ImGui output to given file +void ImGui::LogToFile(int max_depth, const char* filename) { ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; ImGuiWindow* window = g.CurrentWindow; - Unindent(); - window->DC.TreeDepth--; - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) - { - SetNavID(window->IDStack.back(), g.NavLayer); - NavMoveRequestCancel(); - } - window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + if (!filename) + { + filename = g.IO.LogFilename; + if (!filename) + return; + } - 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(); + IM_ASSERT(g.LogFile == NULL); + g.LogFile = ImFileOpen(filename, "ab"); + if (!g.LogFile) + { + IM_ASSERT(g.LogFile != NULL); // Consider this an error + return; + } + g.LogEnabled = true; + g.LogStartDepth = window->DC.TreeDepth; + if (max_depth >= 0) + g.LogAutoExpandMaxDepth = max_depth; } -void ImGui::Value(const char* prefix, bool b) +// Start logging ImGui output to clipboard +void ImGui::LogToClipboard(int max_depth) { - Text("%s: %s", prefix, (b ? "true" : "false")); -} + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + ImGuiWindow* window = g.CurrentWindow; -void ImGui::Value(const char* prefix, int v) -{ - Text("%s: %d", prefix, v); + IM_ASSERT(g.LogFile == NULL); + g.LogFile = NULL; + g.LogEnabled = true; + g.LogStartDepth = window->DC.TreeDepth; + if (max_depth >= 0) + g.LogAutoExpandMaxDepth = max_depth; } -void ImGui::Value(const char* prefix, unsigned int v) +void ImGui::LogFinish() { - Text("%s: %d", prefix, v); -} + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; -void ImGui::Value(const char* prefix, float v, const char* float_format) -{ - if (float_format) + LogText(IM_NEWLINE); + if (g.LogFile != NULL) { - char fmt[64]; - ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); - Text(fmt, prefix, v); + if (g.LogFile == stdout) + fflush(g.LogFile); + else + fclose(g.LogFile); + g.LogFile = NULL; } - else + if (g.LogClipboard.size() > 1) { - Text("%s: %.3f", prefix, v); + SetClipboardText(g.LogClipboard.begin()); + g.LogClipboard.clear(); } + g.LogEnabled = false; +} + +// Helper to display logging buttons +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); + const bool log_to_tty = Button("Log To TTY"); SameLine(); + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushItemWidth(80.0f); + PushAllowKeyboardFocus(false); + SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopItemWidth(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(g.LogAutoExpandMaxDepth); + if (log_to_file) + LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); + if (log_to_clipboard) + LogToClipboard(g.LogAutoExpandMaxDepth); } //----------------------------------------------------------------------------- -// DRAG AND DROP +// SETTINGS //----------------------------------------------------------------------------- -void ImGui::ClearDragDrop() +void ImGui::MarkIniSettingsDirty() { ImGuiContext& g = *GImGui; - g.DragDropActive = false; - g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = 0; - g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropAcceptFrameCount = -1; - - g.DragDropPayloadBufHeap.clear(); - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; } -// Call when current ID is active. -// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() -bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - bool source_drag_active = false; - ImGuiID source_id = 0; - ImGuiID source_parent_id = 0; - int mouse_button = 0; - if (!(flags & ImGuiDragDropFlags_SourceExtern)) - { - source_id = window->DC.LastItemId; - if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; - - if (source_id == 0) - { - // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: - // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. - if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) - { - IM_ASSERT(0); - 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); - if (is_hovered && g.IO.MouseClicked[mouse_button]) - { - SetActiveID(source_id, window); - FocusWindow(window); - } - if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. - g.ActiveIdAllowOverlap = is_hovered; - } - else - { - g.ActiveIdAllowOverlap = false; - } - if (g.ActiveId != source_id) - return false; - source_parent_id = window->IDStack.back(); - source_drag_active = IsMouseDragging(mouse_button); - } - else - { - window = NULL; - source_id = ImHash("#SourceExtern", 0); - source_drag_active = true; - } - - if (source_drag_active) - { - if (!g.DragDropActive) - { - IM_ASSERT(source_id != 0); - ClearDragDrop(); - ImGuiPayload& payload = g.DragDropPayload; - payload.SourceId = source_id; - payload.SourceParentId = source_parent_id; - g.DragDropActive = true; - g.DragDropSourceFlags = flags; - g.DragDropMouseButton = mouse_button; - } - g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSourceOrTarget = true; - - if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - { - // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) - // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. - BeginTooltip(); - if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - { - ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesRegular = 1; - } - } - - if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} - return true; - } - return false; +static ImGuiWindowSettings* CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + g.SettingsWindows.push_back(ImGuiWindowSettings()); + ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + settings->Name = ImStrdup(name); + settings->ID = ImHash(name, 0); + return settings; } -void ImGui::EndDragDropSource() +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + for (int i = 0; i != g.SettingsWindows.Size; i++) + if (g.SettingsWindows[i].ID == id) + return &g.SettingsWindows[i]; + return NULL; +} - if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - EndTooltip(); +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + ImGui::MemFree(file_data); +} - // Discard the drag if have not called SetDragDropPayload() - if (g.DragDropPayload.DataFrameCount == -1) - ClearDragDrop(); - g.DragDropWithinSourceOrTarget = false; +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHash(type_name, 0, 0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; } -// Use 'cond' to choose to submit payload on drag start or every frame -bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { ImGuiContext& g = *GImGui; - ImGuiPayload& payload = g.DragDropPayload; - if (cond == 0) - cond = ImGuiCond_Always; + IM_ASSERT(g.Initialized); + IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); - IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); - IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); - IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); - IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + char* buf = (char*)ImGui::MemAlloc(ini_size + 1); + char* buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf[ini_size] = 0; - if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) { - // Copy payload - ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); - g.DragDropPayloadBufHeap.resize(0); - if (data_size > sizeof(g.DragDropPayloadBufLocal)) - { - // Store in heap - g.DragDropPayloadBufHeap.resize((int)data_size); - payload.Data = g.DragDropPayloadBufHeap.Data; - memcpy(payload.Data, data, data_size); - } - else if (data_size > 0) + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + + if (line[0] == '[' && line_end > line && line_end[-1] == ']') { - // Store locally - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); - payload.Data = g.DragDropPayloadBufLocal; - memcpy(payload.Data, data, data_size); + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + { + name_start = type_start; // Import legacy entries that have no type + type_start = "Window"; + } + else + { + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + } + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } - else + else if (entry_handler != NULL && entry_data != NULL) { - payload.Data = NULL; + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } - payload.DataSize = (int)data_size; } - payload.DataFrameCount = g.FrameCount; - return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); + ImGui::MemFree(buf); + g.SettingsLoaded = true; } -bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) { ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; - - ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) - return false; - IM_ASSERT(id != 0); - if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) - return false; - if (window->SkipItems) - return false; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); - g.DragDropTargetRect = bb; - g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; - return true; + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + FILE* f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + fwrite(ini_data, sizeof(char), ini_data_size, f); + fclose(f); } -// We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. -// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. -// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) -bool ImGui::BeginDragDropTarget() +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) { ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; - - ImGuiWindow* window = g.CurrentWindow; - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) - return false; - if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) - return false; - - const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; - ImGuiID id = window->DC.LastItemId; - if (id == 0) - id = window->GetIDFromRectangle(display_rect); - if (g.DragDropPayload.SourceId == id) - return false; - - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); - g.DragDropTargetRect = display_rect; - g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; - return true; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); } -bool ImGui::IsDragDropPayloadBeingAccepted() +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiContext& g = *GImGui; - return g.DragDropActive && g.DragDropAcceptIdPrev != 0; + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0)); + if (!settings) + settings = CreateNewWindowSettings(name); + return (void*)settings; } -const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiPayload& payload = g.DragDropPayload; - IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? - IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? - if (type != NULL && !payload.IsDataType(type)) - return NULL; + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + float 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); } + 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, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } +} - // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. - // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! - const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); - ImRect r = g.DragDropTargetRect; - float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface < g.DragDropAcceptIdCurrRectSurface) +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + ImGuiContext& g = *imgui_ctx; + for (int i = 0; i != g.Windows.Size; i++) { - g.DragDropAcceptFlags = flags; - g.DragDropAcceptIdCurr = g.DragDropTargetId; - g.DragDropAcceptIdCurrRectSurface = r_surface; + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = CreateNewWindowSettings(window->Name); + window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = window->Pos - window->ViewportPos; + settings->Size = window->SizeFull; + settings->ViewportId = window->ViewportId; + settings->ViewportPos = window->ViewportPos; + settings->Collapsed = window->Collapsed; } - // Render default drop visuals - payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + // Write a buffer + // If a window wasn't opened in this session we preserve its settings + buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve + for (int i = 0; i != g.SettingsWindows.Size; i++) { - // FIXME-DRAG: Settle on a proper default visuals for drop target. - r.Expand(3.5f); - bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); - if (push_clip_rect) window->DrawList->PopClipRect(); + 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); + 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("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); + buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->appendf("\n"); } - - g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() - if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) - return NULL; - - return &payload; -} - -// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. -void ImGui::EndDragDropTarget() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget); - g.DragDropWithinSourceOrTarget = false; } //----------------------------------------------------------------------------- diff --git a/imgui.h b/imgui.h index a4ef7c63..1439acf6 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.63 +// dear imgui, v1.64 // (headers) // See imgui.cpp file for documentation. @@ -23,8 +23,8 @@ // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.63" -#define IMGUI_VERSION_NUM 16301 +#define IMGUI_VERSION "1.64" +#define IMGUI_VERSION_NUM 16401 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6c104b5e..cee98ba3 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.63 +// dear imgui, v1.64 // (demo code) // Message to the person tempted to delete this file when integrating ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 36921874..4e365cea 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,14 +1,20 @@ -// dear imgui, v1.63 +// dear imgui, v1.64 // (drawing and font code) -// Contains implementation for -// - Default styles -// - ImDrawList -// - ImDrawData -// - ImFontAtlas -// - Internal Render Helpers -// - ImFont -// - Default font data +/* +Index of this file: +- Cruft for stb_truetype/stb_rectpack implementation +- Style functions (default style) +- ImDrawList +- ImDrawData +- ShadeVertsXXX helpers functions +- ImFontConfig +- ImFontAtlas +- ImFont +- Internal Render Helpers +- Default font data + +*/ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS diff --git a/imgui_internal.h b/imgui_internal.h index 696855c6..f84598ae 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.63 +// dear imgui, v1.64 // (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! @@ -1204,8 +1204,9 @@ namespace ImGui // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); - IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp new file mode 100644 index 00000000..833d73e5 --- /dev/null +++ b/imgui_widgets.cpp @@ -0,0 +1,5532 @@ +// dear imgui, v1.64 +// (widgets code) + +/* + +Index of this file: +- Widgets: Text, etc. +- Widgets: Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc. +- Widgets: ComboBox +- Data Type and Data Formatting Helpers +- Widgets: DragScalar, DragFloat, DragInt, etc. +- Widgets: SliderScalar, SliderFloat, SliderInt, etc. +- Widgets: InputScalar, InputFloat, InputInt, etc. +- Widgets: InputText, InputTextMultiline +- Widgets: ColorEdit, ColorPicker, ColorButton, etc. +- Widgets: TreeNode, TreePush, TreePop, etc. +- Widgets: Selectable +- Widgets: ListBox +- Widgets: PlotLines, PlotHistogram +- Widgets: Value +- Widgets: MenuItem, BeginMenu, EndMenu, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper, isprint + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#elif defined(__GNUC__) +#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 +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Those MIN/MAX values are not define because we need to point to them +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// 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); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +namespace ImGui +{ + +// Template widget behaviors +template +static bool DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power); + +template +static bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + +} + +//------------------------------------------------------------------------- +// WIDGETS: Text +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(text != NULL); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = wrap_pos_x >= 0.0f; + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + const char* line = text; + const float line_height = GetTextLineHeight(); + const ImRect clip_rect = window->ClipRect; + ImVec2 text_size(0,0); + + if (text_pos.y <= clip_rect.Max.y) + { + ImVec2 pos = text_pos; + + // Lines to skip (can't skip when logging text) + if (!g.LogEnabled) + { + int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = strchr(line, '\n'); + if (!line_end) + line_end = text_end; + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + const char* line_end = strchr(line, '\n'); + if (IsClippedEx(line_rect, 0, false)) + break; + + const ImVec2 line_size = CalcTextSize(line, line_end, false); + text_size.x = ImMax(text_size.x, line_size.x); + RenderText(pos, line, line_end, false); + if (!line_end) + line_end = text_end; + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = strchr(line, '\n'); + if (!line_end) + line_end = text_end; + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + + text_size.y += (pos - text_pos).y; + } + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(bb); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + // Account of baseline offset + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + TextUnformatted(g.TempBuffer, text_end); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set + if (need_wrap) PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_wrap) PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.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); + 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); +} + +//------------------------------------------------------------------------- +// WIDGETS: Main +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - Scrollbar() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default behavior requires click+release on same spot + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + flags |= ImGuiButtonFlags_PressedOnClickRelease; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + g.HoveredWindow = window; + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + { + pressed = true; + FocusWindow(window); + } + } + + if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat + // PressedOnClickRelease | * | .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds + // PressedOnClick | | .. + // PressedOnRelease | | .. (NOT on release) + // PressedOnDoubleClick | | .. + // FIXME-NAV: We don't honor those different behaviors. + if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + { + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveID) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + { + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + pressed = true; + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + hovered = true; + + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + pressed = true; + if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + g.NavActivateId = id; // This is so SetActiveId assign a Nav source + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + } + + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + if (!g.DragDropActive) + pressed = true; + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.NavActivateDownId != id) + ClearActiveID(); + } + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + if (pressed) + MarkItemEdited(id); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, 0); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); + RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + + float cross_extent = (radius * 0.7071f) - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + if (hovered || held) + window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); + RenderArrow(bb.Min + g.Style.FramePadding, 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()) + StartMouseMovingWindow(window); + + return pressed; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +void ImGui::Scrollbar(ImGuiLayoutType direction) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const bool horizontal = (direction == ImGuiLayoutType_Horizontal); + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); + + // Render background + bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); + float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; + const ImRect window_rect = window->Rect(); + const float border_size = window->WindowBorderSize; + ImRect bb = horizontal + ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size) + : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); + if (!horizontal) + bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); + if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f) + return; + + int window_rounding_corners; + if (horizontal) + window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + else + window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); + bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; + float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; + float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + const bool previously_held = (g.ActiveId == id); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); + float scroll_ratio = ImSaturate(scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (!previously_held) + { + // On initial click calculate the distance between mouse and the center of the grab + if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) + { + *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + } + else + { + seek_absolute = true; + *click_delta_to_grab_center_v = 0.0f; + } + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); + scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + if (horizontal) + window->Scroll.x = scroll_v; + else + window->Scroll.y = scroll_v; + + // Update values for rendering + scroll_ratio = ImSaturate(scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + } + + // Render + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); + ImRect grab_rect; + if (horizontal) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +// The color used are the button colors. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. + PushID((void*)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice + ItemSize(check_bb, style.FramePadding.y); + + ImRect total_bb = check_bb; + if (label_size.x > 0) + SameLine(0, style.ItemInnerSpacing.x); + const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size); + if (label_size.x > 0) + { + ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); + total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max)); + } + + if (!ItemAdd(total_bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + 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) + { + const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); + const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(text_bb.Min, label); + + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1)); + ItemSize(check_bb, style.FramePadding.y); + + ImRect total_bb = check_bb; + if (label_size.x > 0) + SameLine(0, style.ItemInnerSpacing.x); + const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size); + if (label_size.x > 0) + { + ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); + total_bb.Add(text_bb); + } + + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = (float)(int)center.x + 0.5f; + center.y = (float)(int)center.y + 0.5f; + const float radius = check_bb.GetHeight() * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); + const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&text_bb.Min, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(text_bb.Min, label); + + return pressed; +} + +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + 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 ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x*2); + return; + } + + // Render and stay on same line + RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); + SameLine(0, style.FramePadding.x*2); +} + +//------------------------------------------------------------------------- +// WIDGETS: Combo Box +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + // Always consume the SetNextWindowSizeConstraint() call in our early return paths + ImGuiContext& g = *GImGui; + ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; + g.NextWindowData.SizeConstraintCond = 0; + + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id); + + const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); + popup_open = true; + } + + if (!popup_open) + return false; + + if (backup_next_window_size_constraint) + { + g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth + + // Peak into expected window size so we can position it + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImRect r_outer = GetWindowAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // Horizontally align ourselves with the framed text + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// WIDGETS: Data Type and Data Formatting Helpers [Internal] +// - PatchFormatStringFloatToInt() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* PrintFmt; // Unused + const char* ScanFmt; +}; + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(int), "%d", "%d" }, + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg + { sizeof(double), "%f", "%lf" }, +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +{ + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument + return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument + return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + IM_ASSERT(0); + return 0; +} + +// FIXME: Adding support for clamping on boundaries of the data type would be nice. +static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S32: + if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2; + else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2; + return; + case ImGuiDataType_U32: + if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2; + else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2; + return; + case ImGuiDataType_S64: + if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; + else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2; + return; + case ImGuiDataType_U64: + if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2; + else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2; + return; + case ImGuiDataType_Float: + if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2; + else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2; + return; + case ImGuiDataType_Double: + if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2; + else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2; + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size); + + if (format == NULL) + format = GDataTypeInfo[data_type].ScanFmt; + + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)data_ptr; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // Assign constant + // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future. + sscanf(buf, format, data_ptr); + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)data_ptr; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)data_ptr; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +template +static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// WIDGETS: Drags +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power) +{ + ImGuiContext& g = *GImGui; + + // Default tweak speed + bool has_min_max = (v_min != v_max) && (v_max - v_max < FLT_MAX); + if (v_speed == 0.0f && has_min_max) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + { + adjust_delta = g.IO.MouseDelta.x; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f/100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + const bool is_power = (power != 1.0f && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) && has_min_max); + if (is_power) + { + // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range + FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); + v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_old_ref_for_accum_remainder = v_old_norm_curved; + } + else + { + v_cur += (TYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + v_cur = RoundScalarWithFormat(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_power) + { + FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (handle overflow/wrap-around) + if (*v != v_cur && has_min_max) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + 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) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + + switch (data_type) + { + 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); + 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); + 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); + 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); + 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); + 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); + 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) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (power != 1.0f) + IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + // NB- we don't call ItemSize() yet because we may turn into a text edit box below + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + + // Default format string when passing NULL + // Patch old "%.0f" format string to use "%d", read function comments for more details. + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + if (format == NULL) + format = GDataTypeInfo[data_type].PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an input box + bool start_text_input = false; + const bool tab_focus_requested = FocusableItemRegister(window, id); + if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + { + start_text_input = true; + g.ScalarAsInputTextId = 0; + } + } + if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + + // Actual drag behavior + ItemSize(total_bb, style.FramePadding.y); + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power); + if (value_changed) + MarkItemEdited(id); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextUnformatted(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2); + + bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextUnformatted(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2); + + bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextUnformatted(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// WIDGETS: Sliders +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +template +static inline float SliderBehaviorCalcRatioFromValue(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +{ + if (v_min == v_max) + return 0.0f; + + const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_power) + { + if (v_clamped < 0.0f) + { + const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); + return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + } + else + { + const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); + return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + } + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +template +static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_power = (power != 1.0f) && is_decimal; + + const float grab_padding = 2.0f; + const float slider_sz = is_horizontal ? (bb.GetWidth() - grab_padding * 2.0f) : (bb.GetHeight() - grab_padding * 2.0f); + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = (is_horizontal ? bb.Min.x : bb.Min.y) + grab_padding + grab_sz*0.5f; + const float slider_usable_pos_max = (is_horizontal ? bb.Max.x : bb.Max.y) - grab_padding - grab_sz*0.5f; + + // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f + float linear_zero_pos; // 0.0->1.0f + if (is_power && v_min * v_max < 0.0f) + { + // Different sign + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f/power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f/power); + linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + } + else + { + // Same sign + linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (!is_horizontal) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = is_horizontal ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderBehaviorCalcRatioFromValue(data_type, *v, v_min, v_max, power, linear_zero_pos); + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if ((decimal_precision > 0) || is_power) + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } + } + + if (set_new_value) + { + TYPE v_new; + if (is_power) + { + // Account for power curve scale on both sides of the zero + if (clicked_t < linear_zero_pos) + { + // Negative: rescale to the negative range before powering + float a = 1.0f - (clicked_t / linear_zero_pos); + a = ImPow(a, power); + v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); + } + else + { + // Positive: rescale to the positive range before powering + float a; + if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) + a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); + else + a = clicked_t; + a = ImPow(a, power); + v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); + } + } + else + { + // Linear slider + if (is_decimal) + { + v_new = ImLerp(v_min, v_max, clicked_t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (!is_decimal && v_new_off_floor < v_new_off_round) + v_new = v_min + v_new_off_round; + else + v_new = v_min + v_new_off_floor; + } + } + + // Round to user desired precision based on format string + v_new = RoundScalarWithFormat(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + // Output grab position so it can be displayed by the caller + float grab_t = SliderBehaviorCalcRatioFromValue(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (!is_horizontal) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (is_horizontal) + *out_grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f); + + return value_changed; +} + +// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + switch (data_type) + { + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_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); + 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); + 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); + 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); + 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); + 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) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + // NB- we don't call ItemSize() yet because we may turn into a text edit box below + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + return false; + } + + // Default format string when passing NULL + // Patch old "%.0f" format string to use "%d", read function comments for more details. + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + if (format == NULL) + format = GDataTypeInfo[data_type].PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + bool start_text_input = false; + const bool tab_focus_requested = FocusableItemRegister(window, id); + const bool hovered = ItemHoverable(frame_bb, id); + if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + { + start_text_input = true; + g.ScalarAsInputTextId = 0; + } + } + if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + + ItemSize(total_bb, style.FramePadding.y); + + // 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, g.Style.FrameRounding); + + // 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); + if (value_changed) + MarkItemEdited(id); + + // Render grab + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextUnformatted(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max) +{ + float v_deg = (*v_rad) * 360.0f / (2*IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f); + *v_rad = v_deg * (2*IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); +} + +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) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + // Patch old "%.0f" format string to use "%d", read function comments for more details. + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + if (format == NULL) + format = GDataTypeInfo[data_type].PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + + // 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, g.Style.FrameRounding); + + // 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); + if (value_changed) + MarkItemEdited(id); + + // Render grab + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +//------------------------------------------------------------------------- +// WIDGETS: Inputs (_excepted InputText_) +// - ImParseFormatFindStart() +// - ImParseFormatFindEnd() +// - ImParseFormatTrimDecorations() +// - ImParseFormatPrecision() +// - InputScalarAsWidgetReplacement() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of a slider (when CTRL+Clicking on slider) +// FIXME: Logic is messy and confusing. +bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) + // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id + SetActiveID(g.ScalarAsInputTextId, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetHoveredID(0); + FocusableItemUnregister(window); + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + ImStrTrimBlanks(data_buf); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget + { + IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID + g.ScalarAsInputTextId = g.ActiveId; + SetHoveredID(id); + } + if (value_changed) + return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL); + return false; +} + +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + if (format == NULL) + format = GDataTypeInfo[data_type].PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + + bool value_changed = false; + if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + extra_flags |= ImGuiInputTextFlags_CharsDecimal; + extra_flags |= ImGuiInputTextFlags_AutoSelectAll; + + if (step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + PopItemWidth(); + + // Step buttons + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) + { + DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) + { + DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + TextUnformatted(label, FindRenderedTextEnd(label)); + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + } + + 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 extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextUnformatted(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags) +{ + extra_flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); +} + +// Prefer using "const char* format" directly, which is more flexible and consistent with other API. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputFloat(label, v, step, step_fast, format, extra_flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags) +{ + extra_flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags); +} + +//------------------------------------------------------------------------- +// WIDGETS: InputText +// - InputText() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImFont* font = GImGui->Font; + const float line_height = GImGui->FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((unsigned short)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImGuiStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->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 int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +#ifdef __APPLE__ // FIXME: Move setting to IO structure +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#endif +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x20000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "stb_textedit.h" + +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &StbState, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TempBuffer.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TempBuffer.reserve(new_buf_size + 1); + Buf = edit_state->TempBuffer.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF))) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + } + + if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. + return false; + + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A'-'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/stl/imgui_stl.h +// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + const ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + ItemAdd(total_bb, id, &frame_bb); + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // Password pushes a temporary font with only a fallback glyph + if (is_password) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState& edit_state = g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing + const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + + bool clear_active_id = false; + + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) + { + if (g.ActiveId != id) + { + // Start edition + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int prev_len_w = edit_state.CurLenW; + const int init_buf_len = (int)strlen(buf); + edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. + edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. + memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1); + const char* buf_end = NULL; + edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end); + edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + edit_state.CursorAnimReset(); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). + const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + edit_state.CursorClamp(); + } + else + { + edit_state.ID = id; + edit_state.ScrollX = 0.0f; + stb_textedit_initialize_state(&edit_state.StbState, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + edit_state.StbState.insert_mode = true; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + else if (io.MouseClicked[0]) + { + // Release focus when we click outside + clear_active_id = true; + } + + bool value_changed = false; + bool enter_pressed = false; + int backup_current_text_length = 0; + + if (g.ActiveId == id) + { + if (!is_editable && !g.ActiveIdIsJustActivated) + { + // When read-only we always use the live data passed to the function + edit_state.TextW.resize(buf_size+1); + const char* buf_end = NULL; + edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end); + edit_state.CurLenA = (int)(buf_end - buf); + edit_state.CursorClamp(); + } + + backup_current_text_length = edit_state.CurLenA; + edit_state.BufCapacityA = buf_size; + edit_state.UserFlags = flags; + edit_state.UserCallback = callback; + edit_state.UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + edit_state.SelectAll(); + edit_state.SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); + edit_state.CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y); + edit_state.CursorAnimReset(); + edit_state.CursorFollow = true; + } + if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) + edit_state.SelectedAllMouseLock = false; + + if (io.InputCharacters[0]) + { + // Process text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if (!ignore_inputs && is_editable && !user_nav_input_start) + for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputCharacters[n]; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + edit_state.OnKeyPressed((int)c); + } + + // Consume characters + memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + } + } + + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + // Handle key-presses + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) + { + if (!edit_state.HasSelection()) + { + if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + } + edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (is_editable) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + edit_state.OnKeyPressed((int)c); + } + } + else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + edit_state.OnKeyPressed((int)c); + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + edit_state.ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + edit_state.SelectAll(); + edit_state.CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; + const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW; + edit_state.TempBuffer.resize((ie-ib) * 4 + 1); + ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); + SetClipboardText(edit_state.TempBuffer.Data); + } + if (is_cut) + { + if (!edit_state.HasSelection()) + edit_state.SelectAll(); + edit_state.CursorFollow = true; + stb_textedit_cut(&edit_state, &edit_state.StbState); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len); + edit_state.CursorFollow = true; + } + ImGui::MemFree(clipboard_filtered); + } + } + } + + if (g.ActiveId == id) + { + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (is_editable && strcmp(buf, edit_state.InitialText.Data) != 0) + { + apply_new_text = edit_state.InitialText.Data; + apply_new_text_length = edit_state.InitialText.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (is_editable) + { + edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1); + ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = edit_state.TempBuffer.Data; + callback_data.BufTextLen = edit_state.CurLenA; + callback_data.BufSize = edit_state.BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = edit_state.TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL); + edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + edit_state.CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0) + { + apply_new_text = edit_state.TempBuffer.Data; + apply_new_text_length = edit_state.CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + edit_state.UserFlags = 0; + edit_state.UserCallback = NULL; + edit_state.UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render + // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. + const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL; + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + 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 + ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.f, 0.f); + const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); + if (g.ActiveId == id || is_currently_scrolling) + { + edit_state.CursorAnim += io.DeltaTime; + + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = edit_state.TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. + const ImWchar* searches_input_ptr[2]; + searches_input_ptr[0] = text_begin + edit_state.StbState.cursor; + searches_input_ptr[1] = NULL; + int searches_remaining = 1; + int searches_result_line_number[2] = { -1, -999 }; + if (edit_state.StbState.select_start != edit_state.StbState.select_end) + { + searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); + searches_result_line_number[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count; + if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_number[0] * g.FontSize; + if (searches_result_line_number[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_number[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (edit_state.CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < edit_state.ScrollX) + edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= edit_state.ScrollX) + edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + edit_state.ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag + draw_window->Scroll.y = scroll_y; + render_pos.y = draw_window->DC.CursorPos.y; + } + } + edit_state.CursorFollow = false; + const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); + + // Draw selection + if (edit_state.StbState.select_start != edit_state.StbState.select_end) + { + const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end); + + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); + ImVec2 rect_pos = render_pos + select_start_offset - render_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = render_pos.x - render_scroll.x; + rect_pos.y += g.FontSize; + } + } + + const int buf_display_len = edit_state.CurLenA; + if (is_multiline || buf_display_len < buf_display_max_length) + draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); + + // Draw blinking cursor + bool cursor_is_visible = (!g.IO.ConfigCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (is_editable) + { + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + g.PlatformImePosViewport = window->Viewport; + } + } + else + { + // Render text only + const char* buf_end = NULL; + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width + else + buf_end = buf_display + strlen(buf_display); + if (is_multiline || (buf_end - buf_display) < buf_display_max_length) + draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password) + PopFont(); + + // Log as text + if (g.LogEnabled && !is_password) + LogRenderedText(&render_pos, buf_display, NULL); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// WIDGETS: Color Editor / Picker +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_items_all = CalcItemWidth() - w_extra; + const char* label_display_end = FindRenderedTextEnd(label); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__InputsMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if (flags & ImGuiColorEditFlags_HSV) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1; + + PushItemWidth(w_item_one); + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + if (n + 1 == components) + PushItemWidth(w_item_last); + if (flags & ImGuiColorEditFlags_Float) + value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + else + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + PopItemWidth(); + PopItemWidth(); + } + else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + PushItemWidth(w_items_all); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + if (alpha) + sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + PopItemWidth(); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + if (!(flags & ImGuiColorEditFlags_NoInputs)) + SameLine(0, style.ItemInnerSpacing.x); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextUnformatted(label, label_display_end); + Separator(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + PopItemWidth(); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + SameLine(0, style.ItemInnerSpacing.x); + TextUnformatted(label, label_display_end); + } + + // Convert back + if (picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if (flags & ImGuiColorEditFlags_HSV) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + if (value_changed) + { + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); + value_changed = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = true; + } + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); + window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +{ + 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); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImDrawList* draw_list = window->DrawList; + + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H,S,V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V); + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextUnformatted(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB)) + { + // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV); + if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f)); + + 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 int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); + draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); + draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); + draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); + draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f) + { + float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + } + RenderNavHighlight(bb, id); + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextUnformatted("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + if (pressed) + MarkItemEdited(id); + + return pressed; +} + +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__InputsMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + BeginTooltipEx(0, true); + + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextUnformatted(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV; + if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1,0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + if (flags & ImGuiColorEditFlags_NoAlpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !ImGui::BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + ImGui::PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) ImGui::Separator(); + ImGui::PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = ImGui::GetCursorScreenPos(); + if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + ImGui::SetCursorScreenPos(backup_pos); + ImVec4 dummy_ref_col; + memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4)); + ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) ImGui::Separator(); + ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + ImGui::EndPopup(); +} + +//------------------------------------------------------------------------- +// WIDGETS: Trees +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - TreeAdvanceToLabelPos() +// - GetTreeNodeToLabelSpacing() +// - SetNextTreeNodeOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::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) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextTreeNodeOpenCond != 0) + { + if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + { + is_open = g.NextTreeNodeOpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextTreeNodeOpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + g.NextTreeNodeOpenCond = 0; + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it + const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); + if (display_frame) + { + // Framed header expand a little outside the default padding + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; + frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + } + + const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushRawID(id); + return is_open; + } + + // Flags that affects opening behavior: + // - 0(default) ..................... single-click anywhere to open + // - OpenOnDoubleClick .............. double-click anywhere to open + // - OpenOnArrow .................... single-click on arrow to open + // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); + if (!(flags & ImGuiTreeNodeFlags_Leaf)) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + + bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + if (!(flags & ImGuiTreeNodeFlags_Leaf)) + { + bool toggled = false; + if (pressed) + { + toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + toggled |= g.IO.MouseDoubleClicked[0]; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + if (display_frame) + { + // Framed type + RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (g.LogEnabled) + { + // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. + const char log_prefix[] = "\n##"; + const char log_suffix[] = "##"; + LogRenderedText(&text_pos, log_prefix, log_prefix+3); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); + } + else + { + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) + { + RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + } + + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + else if (!(flags & ImGuiTreeNodeFlags_Leaf)) + RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushRawID(id); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushRawID(ImGuiID id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +void ImGui::TreeAdvanceToLabelPos() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextTreeNodeOpenVal = is_open; + g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + if (p_open) + { + // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + ImGuiContext& g = *GImGui; + 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)) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// WIDGETS: Selectables +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped. + PopClipRect(); + + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrentLineTextBaseOffset; + ImRect bb_inner(pos, pos + size); + ItemSize(bb_inner); + + // Fill horizontal space. + ImVec2 window_padding = window->WindowPadding; + float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x); + ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); + ImRect bb(pos, pos + size_draw); + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) + bb.Max.x += window_padding.x; + + // Selectables are tightly packed together, we extend the box to cover spacing between selectable. + float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); + float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); + float spacing_R = style.ItemSpacing.x - spacing_L; + float spacing_D = style.ItemSpacing.y - spacing_U; + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += spacing_R; + bb.Max.y += spacing_D; + if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id)) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) + PushColumnClipRect(); + return false; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; + if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; + if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) + if (pressed || hovered) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + if (pressed) + MarkItemEdited(id); + + // Render + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) + { + PushColumnClipRect(); + bb.Max.x -= (GetContentRegionMax().x - max_x); + } + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f)); + if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// WIDGETS: List Box +// - ListBox() +// - ListBoxHeader() +// - ListBoxFooter() +//------------------------------------------------------------------------- + +// FIXME: Rename to BeginListBox() +// Helper to calculate the size of a listbox and display a label on the right. +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty" +bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = GetStyle(); + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +// FIXME: Rename to BeginListBox() +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f); + + // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y; + return ListBoxHeader(label, size); +} + +// FIXME: Rename to EndListBox() +void ImGui::ListBoxFooter() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + EndChildFrame(); + + // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) + // We call SameLine() to restore DC.CurrentLine* data + SameLine(); + parent_window->DC.CursorPos = bb.Min; + ItemSize(bb, style.FramePadding.y); + EndGroup(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + if (!ListBoxHeader(label, items_count, height_in_items)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. + ImGuiContext& g = *GImGui; + bool value_changed = false; + ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// WIDGETS: Data Plotting +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (graph_size.x == 0.0f) + graph_size.x = CalcItemWidth(); + if (graph_size.y == 0.0f) + graph_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y)); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return; + const bool hovered = ItemHoverable(inner_bb, 0); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + if (values_count > 0) + { + int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + int v_hovered = -1; + if (hovered) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + v_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// WIDGETS: Value() helpers +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// WIDGETS: Menus +// - ImGuiMenuColumns +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +ImGuiMenuColumns::ImGuiMenuColumns() +{ + Count = 0; + Spacing = Width = NextWidth = 0.0f; + memset(Pos, 0, sizeof(Pos)); + memset(NextWidths, 0, sizeof(NextWidths)); +} + +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +{ + IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); + Count = count; + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < Count; i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = (float)(int)Width; + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < 3; i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +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; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(g.Viewports[0]->Pos); + SetNextWindowSize(ImVec2(g.Viewports[0]->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; +} + +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) + FocusFrontMostActiveWindowIgnoringOne(g.NavWindow); + + End(); +} + +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent++; + window->DC.NavLayerCurrentMask <<= 1; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); + g.NavLayer = 1; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.GroupStack.back().AdvanceCursor = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent--; + window->DC.NavLayerCurrentMask >>= 1; + window->DC.MenuBarAppending = false; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + bool pressed; + bool menu_is_open = IsPopupOpen(id); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup). + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + 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 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(); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false, want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_within_opened_triangle = false; + if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window) + { + 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 + } + } + + 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); + + if (g.NavActivateId == id) + { + want_close = menu_is_open; + want_open = !menu_is_open; + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id)) + ClosePopupToLevel(g.CurrentPopupStack.Size); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + SetNextWindowPos(popup_pos, ImGuiCond_Always); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close the menu. + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.OpenPopupStack.Size - 1); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation we render neither the shortcut neither the selected tick mark + float w = label_size.x; + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + 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 extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); + if (shortcut_size.x > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + } + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +}