Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
docking
ocornut 5 years ago
commit 91ac93f9a6

@ -65,6 +65,7 @@ CODE
// [SECTION] RENDER HELPERS // [SECTION] RENDER HELPERS
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] ERROR CHECKING // [SECTION] ERROR CHECKING
// [SECTION] LAYOUT
// [SECTION] SCROLLING // [SECTION] SCROLLING
// [SECTION] TOOLTIPS // [SECTION] TOOLTIPS
// [SECTION] POPUPS // [SECTION] POPUPS
@ -3101,102 +3102,6 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
return true; return true;
} }
// Advance cursor given item size for layout.
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
// We increase the height in this function to accommodate for baseline offset.
// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
// Always align ourselves on pixel boundaries
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
window->DC.PrevLineSize.y = line_height;
window->DC.CurrLineSize.y = 0.0f;
window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
window->DC.CurrLineTextBaseOffset = 0.0f;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
{
ItemSize(bb.GetSize(), text_baseline_y);
}
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and 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)
{
// Navigation processing runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
if (g.NavId == id || g.NavAnyRequest)
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
if (id == g.DebugItemPickerBreakId)
{
IM_DEBUG_BREAK();
g.DebugItemPickerBreakId = 0;
}
#endif
}
window->DC.LastItemId = id;
window->DC.LastItemRect = bb;
window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0)
IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
#endif
// Clipping test
const bool is_clipped = IsClippedEx(bb, id, false);
if (is_clipped)
return false;
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (IsMouseHoveringRect(bb.Min, bb.Max))
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
return true;
}
// This is roughly matching the behavior of internal-facing ItemHoverable() // This is roughly matching the behavior of internal-facing ItemHoverable()
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
@ -6923,88 +6828,6 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
FocusWindow(NULL); FocusWindow(NULL);
} }
void ImGui::SetNextItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
g.NextItemData.Width = item_width;
}
void ImGui::PushItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PushMultiItemsWidths(int components, float w_full)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = g.Style;
const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components-1; i++)
window->DC.ItemWidthStack.push_back(w_item_one);
window->DC.ItemWidth = window->DC.ItemWidthStack.back();
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PopItemWidth()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.ItemWidthStack.pop_back();
window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
}
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
float ImGui::CalcItemWidth()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float w;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
w = g.NextItemData.Width;
else
w = window->DC.ItemWidth;
if (w < 0.0f)
{
float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
}
w = IM_FLOOR(w);
return w;
}
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
// Note that only CalcItemWidth() is publicly exposed.
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
{
ImGuiWindow* window = GImGui->CurrentWindow;
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
region_max = GetContentRegionMaxAbs();
if (size.x == 0.0f)
size.x = default_w;
else if (size.x < 0.0f)
size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
if (size.y == 0.0f)
size.y = default_h;
else if (size.y < 0.0f)
size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
return size;
}
void ImGui::SetCurrentFont(ImFont* font) void ImGui::SetCurrentFont(ImFont* font)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7426,77 +7249,6 @@ void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
g.NextWindowData.WindowClass = *window_class; g.NextWindowData.WindowClass = *window_class;
} }
// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions.
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
if (window->DC.CurrentColumns)
mx.x = window->WorkRect.Max.x - window->Pos.x;
return mx;
}
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
ImVec2 ImGui::GetContentRegionMaxAbs()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max;
if (window->DC.CurrentColumns)
mx.x = window->WorkRect.Max.x;
return mx;
}
ImVec2 ImGui::GetContentRegionAvail()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return GetContentRegionMaxAbs() - window->DC.CursorPos;
}
// In window space (not screen space!)
ImVec2 ImGui::GetWindowContentRegionMin()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Min - window->Pos;
}
ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Max - window->Pos;
}
float ImGui::GetWindowContentRegionWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.GetWidth();
}
float ImGui::GetTextLineHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize;
}
float ImGui::GetTextLineHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.ItemSpacing.y;
}
float ImGui::GetFrameHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f;
}
float ImGui::GetFrameHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
}
ImDrawList* ImGui::GetWindowDrawList() ImDrawList* ImGui::GetWindowDrawList()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -7539,70 +7291,10 @@ void ImGui::SetWindowFontScale(float scale)
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
} }
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. void ImGui::ActivateItem(ImGuiID id)
// 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()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiContext& g = *GImGui;
return window->DC.CursorPos - window->Pos + window->Scroll; g.NavNextActivateId = id;
}
float ImGui::GetCursorPosX()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
}
float ImGui::GetCursorPosY()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
}
void ImGui::SetCursorPos(const ImVec2& local_pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
void ImGui::SetCursorPosX(float x)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
}
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);
}
ImVec2 ImGui::GetCursorStartPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorStartPos - window->Pos;
}
ImVec2 ImGui::GetCursorScreenPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos;
}
void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
} }
void ImGui::PushFocusScope(ImGuiID id) void ImGui::PushFocusScope(ImGuiID id)
@ -7727,129 +7419,6 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
} }
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
void ImGui::BeginGroup()
{
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.BackupCurrLineSize = window->DC.CurrLineSize;
group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.EmitItem = true;
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
window->DC.Indent = window->DC.GroupOffset;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
window->DC.CursorPos = group_data.BackupCursorPos;
window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
window->DC.Indent = group_data.BackupIndent;
window->DC.GroupOffset = group_data.BackupGroupOffset;
window->DC.CurrLineSize = group_data.BackupCurrLineSize;
window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
if (!group_data.EmitItem)
{
window->DC.GroupStack.pop_back();
return;
}
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
ItemSize(group_bb.GetSize());
ItemAdd(group_bb, 0);
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context.
// (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive;
if (group_contains_curr_active_id)
window->DC.LastItemId = g.ActiveId;
else if (group_contains_prev_active_id)
window->DC.LastItemId = g.ActiveIdPreviousFrame;
window->DC.LastItemRect = group_bb;
// Forward Edited flag
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
// Forward Deactivated flag
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
// Gets back to previous line and continue with horizontal layout
// offset_from_start_x == 0 : follow right after previous item
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
// spacing_w >= 0 : enforce spacing amount
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
if (offset_from_start_x != 0.0f)
{
if (spacing_w < 0.0f) spacing_w = 0.0f;
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
else
{
if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrLineSize = window->DC.PrevLineSize;
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
}
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;
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] ERROR CHECKING // [SECTION] ERROR CHECKING
@ -7863,13 +7432,13 @@ void ImGui::Unindent(float indent_w)
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
{ {
bool error = false; bool error = false;
if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
return !error; return !error;
} }
@ -7891,7 +7460,6 @@ static void ImGui::ErrorCheckEndFrame()
IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
} }
} }
} }
// Save and compare stack sizes on Begin()/End() to detect usage errors // Save and compare stack sizes on Begin()/End() to detect usage errors
@ -7916,6 +7484,477 @@ static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool
IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
} }
//-----------------------------------------------------------------------------
// [SECTION] LAYOUT
//-----------------------------------------------------------------------------
// - ItemSize()
// - ItemAdd()
// - SameLine()
// - GetCursorScreenPos()
// - SetCursorScreenPos()
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
// - GetCursorStartPos()
// - Indent()
// - Unindent()
// - SetNextItemWidth()
// - PushItemWidth()
// - PushMultiItemsWidths()
// - PopItemWidth()
// - CalcItemWidth()
// - CalcItemSize()
// - GetTextLineHeight()
// - GetTextLineHeightWithSpacing()
// - GetFrameHeight()
// - GetFrameHeightWithSpacing()
// - GetContentRegionMax()
// - GetContentRegionMaxAbs() [Internal]
// - GetContentRegionAvail(),
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
// - GetWindowContentRegionWidth()
// - BeginGroup()
// - EndGroup()
// Also see in imgui_widgets: tab bars, columns.
//-----------------------------------------------------------------------------
// Advance cursor given item size for layout.
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
// We increase the height in this function to accommodate for baseline offset.
// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
// Always align ourselves on pixel boundaries
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
window->DC.PrevLineSize.y = line_height;
window->DC.CurrLineSize.y = 0.0f;
window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
window->DC.CurrLineTextBaseOffset = 0.0f;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
{
ItemSize(bb.GetSize(), text_baseline_y);
}
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and 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)
{
// Navigation processing runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
// unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
// thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
// to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
// We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
// If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
if (g.NavId == id || g.NavAnyRequest)
if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
// [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
if (id == g.DebugItemPickerBreakId)
{
IM_DEBUG_BREAK();
g.DebugItemPickerBreakId = 0;
}
#endif
}
window->DC.LastItemId = id;
window->DC.LastItemRect = bb;
window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0)
IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
#endif
// Clipping test
const bool is_clipped = IsClippedEx(bb, id, false);
if (is_clipped)
return false;
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (IsMouseHoveringRect(bb.Min, bb.Max))
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
return true;
}
// Gets back to previous line and continue with horizontal layout
// offset_from_start_x == 0 : follow right after previous item
// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
// spacing_w >= 0 : enforce spacing amount
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
if (offset_from_start_x != 0.0f)
{
if (spacing_w < 0.0f) spacing_w = 0.0f;
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
else
{
if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrLineSize = window->DC.PrevLineSize;
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
}
ImVec2 ImGui::GetCursorScreenPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos;
}
void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
// 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()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos - window->Pos + window->Scroll;
}
float ImGui::GetCursorPosX()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
}
float ImGui::GetCursorPosY()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
}
void ImGui::SetCursorPos(const ImVec2& local_pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
void ImGui::SetCursorPosX(float x)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
}
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);
}
ImVec2 ImGui::GetCursorStartPos()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->DC.CursorStartPos - window->Pos;
}
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;
}
// Affect large frame+labels widgets only.
void ImGui::SetNextItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
g.NextItemData.Width = item_width;
}
void ImGui::PushItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PushMultiItemsWidths(int components, float w_full)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = g.Style;
const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
window->DC.ItemWidthStack.push_back(w_item_last);
for (int i = 0; i < components-1; i++)
window->DC.ItemWidthStack.push_back(w_item_one);
window->DC.ItemWidth = window->DC.ItemWidthStack.back();
g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
void ImGui::PopItemWidth()
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.ItemWidthStack.pop_back();
window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
}
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
float ImGui::CalcItemWidth()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float w;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
w = g.NextItemData.Width;
else
w = window->DC.ItemWidth;
if (w < 0.0f)
{
float region_max_x = GetContentRegionMaxAbs().x;
w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
}
w = IM_FLOOR(w);
return w;
}
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
// Note that only CalcItemWidth() is publicly exposed.
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
{
ImGuiWindow* window = GImGui->CurrentWindow;
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
region_max = GetContentRegionMaxAbs();
if (size.x == 0.0f)
size.x = default_w;
else if (size.x < 0.0f)
size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
if (size.y == 0.0f)
size.y = default_h;
else if (size.y < 0.0f)
size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
return size;
}
float ImGui::GetTextLineHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize;
}
float ImGui::GetTextLineHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.ItemSpacing.y;
}
float ImGui::GetFrameHeight()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f;
}
float ImGui::GetFrameHeightWithSpacing()
{
ImGuiContext& g = *GImGui;
return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
}
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
// FIXME: This is in window space (not screen space!).
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
if (window->DC.CurrentColumns)
mx.x = window->WorkRect.Max.x - window->Pos.x;
return mx;
}
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
ImVec2 ImGui::GetContentRegionMaxAbs()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max;
if (window->DC.CurrentColumns)
mx.x = window->WorkRect.Max.x;
return mx;
}
ImVec2 ImGui::GetContentRegionAvail()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return GetContentRegionMaxAbs() - window->DC.CursorPos;
}
// In window space (not screen space!)
ImVec2 ImGui::GetWindowContentRegionMin()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Min - window->Pos;
}
ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.Max - window->Pos;
}
float ImGui::GetWindowContentRegionWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->ContentRegionRect.GetWidth();
}
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
void ImGui::BeginGroup()
{
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.BackupCurrLineSize = window->DC.CurrLineSize;
group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.EmitItem = true;
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
window->DC.Indent = window->DC.GroupOffset;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
ImGuiGroupData& group_data = window->DC.GroupStack.back();
ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
window->DC.CursorPos = group_data.BackupCursorPos;
window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
window->DC.Indent = group_data.BackupIndent;
window->DC.GroupOffset = group_data.BackupGroupOffset;
window->DC.CurrLineSize = group_data.BackupCurrLineSize;
window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
if (g.LogEnabled)
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
if (!group_data.EmitItem)
{
window->DC.GroupStack.pop_back();
return;
}
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
ItemSize(group_bb.GetSize());
ItemAdd(group_bb, 0);
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context.
// (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive;
if (group_contains_curr_active_id)
window->DC.LastItemId = g.ActiveId;
else if (group_contains_prev_active_id)
window->DC.LastItemId = g.ActiveIdPreviousFrame;
window->DC.LastItemRect = group_bb;
// Forward Edited flag
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
// Forward Deactivated flag
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
window->DC.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] SCROLLING // [SECTION] SCROLLING
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

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