docking: runs end to end (dock/undock by drag, builder, ini round trip), test scripts
This commit is contained in:
@@ -1 +1 @@
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[[13, "imgui.lua"], [12931, "imgui_demo.lua"], [13824, "imgui_demo_2.lua"], [16712, "imgui_docking.lua"], [19839, "imgui_dragdrop.lua"], [20131, "imgui_draw.lua"], [25106, "imgui_h.lua"], [27260, "imgui_impl_roblox.lua"], [28016, "imgui_impl_roblox_fonts.lua"], [28794, "imgui_internal.lua"], [31943, "imgui_tables.lua"], [31990, "imgui_tabs.lua"], [33157, "imgui_widgets.lua"], [41247, "imstb_rectpack.lua"], [41693, "imstb_textedit.lua"], [42934, "imstb_truetype.lua"], [45402, "imstd_minstdio.lua"]]
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[[13, "imgui.lua"], [12966, "imgui_demo.lua"], [13859, "imgui_demo_2.lua"], [16747, "imgui_docking.lua"], [19875, "imgui_dragdrop.lua"], [20167, "imgui_draw.lua"], [25162, "imgui_h.lua"], [27316, "imgui_impl_roblox.lua"], [28072, "imgui_impl_roblox_fonts.lua"], [28850, "imgui_internal.lua"], [31999, "imgui_tables.lua"], [32046, "imgui_tabs.lua"], [33213, "imgui_widgets.lua"], [41303, "imstb_rectpack.lua"], [41749, "imstb_textedit.lua"], [42990, "imstb_truetype.lua"], [45458, "imstd_minstdio.lua"]]
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+74
-18
@@ -1010,8 +1010,8 @@ local function ApplyWindowSettings(window, settings)
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window.AutoFitFramesX = 0; window.AutoFitFramesY = 0
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end
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window.Collapsed = settings.Collapsed
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-- window.DockId = settings.DockId
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-- window.DockOrder = settings.DockOrder
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window.DockId = settings.DockId or 0
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window.DockOrder = settings.DockOrder or -1
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SetWindowConditionAllowFlags(window, ImGuiCond.FirstUseEver, false)
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end
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@@ -1042,7 +1042,7 @@ local function InitOrLoadWindowSettings(window, settings)
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window.SetWindowPosAllowFlags = bit32.bor(ImGuiCond.Always, ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing)
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window.SetWindowSizeAllowFlags = window.SetWindowPosAllowFlags
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window.SetWindowCollapsedAllowFlags = window.SetWindowPosAllowFlags
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-- window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags
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window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags
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ApplyWindowSettings(window, settings)
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if settings ~= nil then
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-- TODO: settings.LastUsedDate = g.SessionDate
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@@ -5117,7 +5117,7 @@ local function RenderWindowOuterBorders(window)
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RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0, window.WindowBorderSize))
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end
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if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) then
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if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) and not window.DockIsActive then
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local y = window.Pos.y + window.TitleBarHeight - 1
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window.DrawList:AddLineH(window.Pos.x + border_size * 0.5, window.Pos.x + window.Size.x - border_size * 0.5, y, border_col, g.Style.FrameBorderSize)
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end
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@@ -5162,11 +5162,19 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
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if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then
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local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size)
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local bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom
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local bg_draw_list = window.DrawList
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local bg_rounding_flags
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if window.DockIsActive then
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bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, window.DockNode.HostWindow:Rect(), 0.0)
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else
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bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom
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end
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local bg_draw_list = window.DockIsActive and window.DockNode.HostWindow.DrawList or window.DrawList
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if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(0) end
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bg_draw_list:AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags)
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if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(1) end
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end
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end
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if window.DockIsActive then window.DockNode.IsBgDrawnThisFrame = true end
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-- Title bar
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if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then
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@@ -5184,6 +5192,25 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
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end
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end
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-- Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
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local node = window.DockNode
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if window.DockIsActive and node:IsHiddenTabBar() and not node:IsNoTabBar() then
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local unhide_sz_draw = ImTrunc(g.FontSize * 0.70)
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local unhide_sz_hit = ImTrunc(g.FontSize * 0.55)
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local p = node.Pos
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local r = ImRect(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit))
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local unhide_id = window:GetID("#UNHIDE")
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ImGui.KeepAliveID(unhide_id)
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local pressed, hovered, held = ImGui.ButtonBehavior(r, unhide_id, ImGuiButtonFlags.FlattenChildren)
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if pressed then
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node.WantHiddenTabBarToggle = true
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elseif held and ImGui.IsMouseDragging(0) then
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ImGui.StartMouseMovingWindowOrNode(window, node, true)
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end
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local col = ImGui.GetColorU32(((held and hovered) or (node.IsFocused and not hovered)) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button))
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window.DrawList:AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0), p + ImVec2(0.0, unhide_sz_draw), col)
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end
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if window.ScrollbarX then
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ImGui.Scrollbar(ImGuiAxis.X)
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end
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@@ -5212,13 +5239,14 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
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end
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end
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if handle_borders_and_resize_grips then
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if handle_borders_and_resize_grips and not window.DockNodeAsHost then
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RenderWindowOuterBorders(window)
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end
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end
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window.DC.NavLayerCurrent = ImGuiNavLayer.Main
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end
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ImGui.RenderWindowOuterBorders = RenderWindowOuterBorders
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--- @param window ImGuiWindow
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--- @param title_bar_rect ImRect
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@@ -6068,6 +6096,11 @@ end
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--- @param popup_flags ImGuiPopupFlags
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function ImGui.IsPopupOpen(id, popup_flags)
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local g = GImGui
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if popup_flags == nil then popup_flags = 0 end
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if type(id) == "string" then
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-- str_id overload: with AnyPopupId the id must be 0, otherwise it is hashed with the current window's ID stack
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id = (bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0) and 0 or g.CurrentWindow:GetID(id)
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end
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if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0 then
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-- Return true if any popup is open at the current BeginPopup() level of the popup stack
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@@ -7986,7 +8019,9 @@ local function AddWindowToDrawData(window, layer)
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local g = GImGui
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local viewport = window.Viewport
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g.IO.MetricsRenderWindows = g.IO.MetricsRenderWindows + 1
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-- TODO: splitter
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if window.DrawList._Splitter._Count > 1 then
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window.DrawList:ChannelsMerge() -- Merge if user forgot to merge back. Also required for DockNodeHost windows.
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end
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ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[layer], window.DrawList)
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for _, child in window.DC.ChildWindows:iter() do
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if (ImGui.IsWindowActiveAndVisible(child)) then -- Clipped children may have been marked not active
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@@ -17305,6 +17340,7 @@ local function FixLargeWindowsWhenUndocking(size, ref_viewport)
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end
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function ImGui.DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_ref)
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if clear_persistent_docking_ref == nil then clear_persistent_docking_ref = true end -- C++ default argument
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if window.DockNode then
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ImGui.DockNodeRemoveWindow(window.DockNode, window, clear_persistent_docking_ref and 0 or window.DockId)
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else
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@@ -18291,7 +18327,7 @@ function ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, dir,
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local g = ImGui.GetCurrentContext()
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local dock_spacing = g.Style.ItemInnerSpacing.x
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local axis = (dir == ImGuiDir.Left or dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y
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local a, o = axis + 1, bit32.bxor(axis, 1) + 1
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local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index
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pos_new[o] = pos_old[o]
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size_new[o] = size_old[o]
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@@ -18435,7 +18471,7 @@ function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window,
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local size_new, size_old = ImVec2(0, 0), ImVec2(data.FutureNode.Size.x, data.FutureNode.Size.y)
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ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window.Size)
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local split_ratio = ImSaturate(size_new[split_axis + 1] / data.FutureNode.Size[split_axis + 1])
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local split_ratio = ImSaturate(size_new[split_axis] / data.FutureNode.Size[split_axis])
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data.FutureNode.Pos = pos_new
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data.FutureNode.Size = size_new
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data.SplitRatio = (split_dir == ImGuiDir.Right or split_dir == ImGuiDir.Down) and (1.0 - split_ratio) or split_ratio
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@@ -18523,7 +18559,7 @@ function ImGui.DockNodePreviewDockRender(host_window, host_node, root_payload, d
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local cc = draw_r_in:GetCenter()
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local center = ImVec2(math.floor(cc.x), math.floor(cc.y))
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dl:AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding)
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dl:AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, 0, thickness)
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dl:AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, thickness)
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if dir == ImGuiDir.Left or dir == ImGuiDir.Right then
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dl:AddLineV(center.x, draw_r_in.Min.y, draw_r_in.Max.y, overlay_col_lines, thickness)
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end
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@@ -18562,7 +18598,7 @@ function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_c
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parent_node.AuthorityForPos = ImGuiDataAuthority.DockNode
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parent_node.AuthorityForSize = ImGuiDataAuthority.DockNode
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local a = split_axis + 1
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local a = split_axis
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local size_avail = parent_node.Size[a] - g.Style.DockingSeparatorSize
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size_avail = ImMax(size_avail, g.Style.WindowMinSize[a] * 2.0)
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IM_ASSERT(size_avail > 0.0)
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@@ -18648,7 +18684,7 @@ function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_n
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if child_0_is_or_will_be_visible and child_1_is_or_will_be_visible then
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local spacing = g.Style.DockingSeparatorSize
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local a = node.SplitAxis + 1
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local a = node.SplitAxis
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local size_avail = ImMax(size[a] - spacing, 0.0)
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local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5)
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@@ -18717,7 +18753,7 @@ function ImGui.DockNodeTreeUpdateSplitter(node)
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if child_0.IsVisible and child_1.IsVisible then
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local axis = node.SplitAxis
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IM_ASSERT(axis ~= ImGuiAxis.None)
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local a, o = axis + 1, bit32.bxor(axis, 1) + 1
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local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index
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local bb = ImRect(ImVec2(child_0.Pos.x, child_0.Pos.y), ImVec2(child_1.Pos.x, child_1.Pos.y))
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bb.Min[a] = bb.Min[a] + child_0.Size[a]
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bb.Max[o] = bb.Max[o] + child_1.Size[o]
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@@ -19808,7 +19844,7 @@ function ImGui.SplitterBehavior(bb, id, axis, size1, size2, min_size1, min_size2
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local bb_render = ImRect(bb.Min, bb.Max)
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if held then
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local d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min
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local mouse_delta = d[axis + 1]
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local mouse_delta = d[axis]
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local size_1_maximum_delta = ImMax(0.0, size1 - min_size1)
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local size_2_maximum_delta = ImMax(0.0, size2 - min_size2)
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@@ -20104,7 +20140,7 @@ end
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function ImGui.RenderDragDropTargetRectEx(draw_list, bb, rounding)
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local g = ImGui.GetCurrentContext()
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draw_list:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTargetBg), rounding, 0)
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draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTarget), rounding, 0, g.Style.DragDropTargetBorderSize)
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draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTarget), rounding, g.Style.DragDropTargetBorderSize)
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end
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--- @return ImGuiPayload?
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@@ -23622,7 +23658,8 @@ function MT.ImDrawListSplitter:SetCurrentChannel(draw_list, idx)
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draw_list._IdxWritePtr = draw_list.IdxBuffer.Size + 1
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-- If current command is used with different settings we need to add a new command
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local curr_cmd = (draw_list.CmdBuffer.Size == 0) and nil or draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size]
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local curr_cmd = nil
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if draw_list.CmdBuffer.Size > 0 then curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] end
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if curr_cmd == nil then
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draw_list:AddDrawCmd()
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elseif curr_cmd.ElemCount == 0 then
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@@ -25099,6 +25136,25 @@ function ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, p_min, p_max, col
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end
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function ImGui.RenderRectFilledWithHole(draw_list, outer, inner, col, rounding)
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local fill_L = inner.Min.x > outer.Min.x
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local fill_R = inner.Max.x < outer.Max.x
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local fill_U = inner.Min.y > outer.Min.y
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local fill_D = inner.Max.y < outer.Max.y
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local D = ImDrawFlags
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local bor = bit32.bor
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local function f(c, v) return c and 0 or v end
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if fill_L then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopLeft), f(fill_D, D.RoundCornersBottomLeft))) end
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if fill_R then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopRight), f(fill_D, D.RoundCornersBottomRight))) end
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if fill_U then draw_list:AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersTopLeft), f(fill_R, D.RoundCornersTopRight))) end
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if fill_D then draw_list:AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersBottomLeft), f(fill_R, D.RoundCornersBottomRight))) end
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if fill_L and fill_U then draw_list:AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, D.RoundCornersTopLeft) end
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if fill_R and fill_U then draw_list:AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, D.RoundCornersTopRight) end
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if fill_L and fill_D then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, D.RoundCornersBottomLeft) end
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if fill_R and fill_D then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, D.RoundCornersBottomRight) end
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end
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return true -- [Roblox] ModuleScripts must return exactly one value
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end
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@@ -32207,7 +32263,7 @@ function ImGui.EndTabBar()
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end
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g.CurrentTabBarStack:pop_back()
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g.CurrentTabBar = (g.CurrentTabBarStack.Size == 0) and nil or g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size]
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if g.CurrentTabBarStack.Size == 0 then g.CurrentTabBar = nil else g.CurrentTabBar = g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] end
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end
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function ImGui.TabBarLayout(tab_bar)
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+43
-8
@@ -998,8 +998,8 @@ local function ApplyWindowSettings(window, settings)
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window.AutoFitFramesX = 0; window.AutoFitFramesY = 0
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end
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window.Collapsed = settings.Collapsed
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-- window.DockId = settings.DockId
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-- window.DockOrder = settings.DockOrder
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window.DockId = settings.DockId or 0
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window.DockOrder = settings.DockOrder or -1
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SetWindowConditionAllowFlags(window, ImGuiCond.FirstUseEver, false)
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end
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@@ -1030,7 +1030,7 @@ local function InitOrLoadWindowSettings(window, settings)
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window.SetWindowPosAllowFlags = bit32.bor(ImGuiCond.Always, ImGuiCond.Once, ImGuiCond.FirstUseEver, ImGuiCond.Appearing)
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window.SetWindowSizeAllowFlags = window.SetWindowPosAllowFlags
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window.SetWindowCollapsedAllowFlags = window.SetWindowPosAllowFlags
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-- window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags
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window.SetWindowDockAllowFlags = window.SetWindowPosAllowFlags
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ApplyWindowSettings(window, settings)
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if settings ~= nil then
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-- TODO: settings.LastUsedDate = g.SessionDate
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@@ -5105,7 +5105,7 @@ local function RenderWindowOuterBorders(window)
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RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0, window.WindowBorderSize))
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end
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if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) then
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if g.Style.FrameBorderSize > 0 and (bit32.band(window.Flags, ImGuiWindowFlags.NoTitleBar) == 0) and not window.DockIsActive then
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local y = window.Pos.y + window.TitleBarHeight - 1
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window.DrawList:AddLineH(window.Pos.x + border_size * 0.5, window.Pos.x + window.Size.x - border_size * 0.5, y, border_col, g.Style.FrameBorderSize)
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end
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@@ -5150,11 +5150,19 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
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if bit32.band(bg_col, IM_COL32_A_MASK) ~= 0 then
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local bg_rect = ImRect(window.Pos + ImVec2(0, window.TitleBarHeight), window.Pos + window.Size)
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local bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom
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local bg_draw_list = window.DrawList
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local bg_rounding_flags
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if window.DockIsActive then
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bg_rounding_flags = ImGui.CalcRoundingFlagsForRectInRect(bg_rect, window.DockNode.HostWindow:Rect(), 0.0)
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else
|
||||
bg_rounding_flags = (bit32.band(flags, ImGuiWindowFlags.NoTitleBar) ~= 0) and ImDrawFlags.RoundCornersAll or ImDrawFlags.RoundCornersBottom
|
||||
end
|
||||
local bg_draw_list = window.DockIsActive and window.DockNode.HostWindow.DrawList or window.DrawList
|
||||
if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(0) end
|
||||
bg_draw_list:AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags)
|
||||
if window.DockIsActive then bg_draw_list:ChannelsSetCurrent(1) end
|
||||
end
|
||||
end
|
||||
if window.DockIsActive then window.DockNode.IsBgDrawnThisFrame = true end
|
||||
|
||||
-- Title bar
|
||||
if bit32.band(flags, ImGuiWindowFlags.NoTitleBar) == 0 and not window.DockIsActive then
|
||||
@@ -5172,6 +5180,25 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
|
||||
end
|
||||
end
|
||||
|
||||
-- Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
|
||||
local node = window.DockNode
|
||||
if window.DockIsActive and node:IsHiddenTabBar() and not node:IsNoTabBar() then
|
||||
local unhide_sz_draw = ImTrunc(g.FontSize * 0.70)
|
||||
local unhide_sz_hit = ImTrunc(g.FontSize * 0.55)
|
||||
local p = node.Pos
|
||||
local r = ImRect(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit))
|
||||
local unhide_id = window:GetID("#UNHIDE")
|
||||
ImGui.KeepAliveID(unhide_id)
|
||||
local pressed, hovered, held = ImGui.ButtonBehavior(r, unhide_id, ImGuiButtonFlags.FlattenChildren)
|
||||
if pressed then
|
||||
node.WantHiddenTabBarToggle = true
|
||||
elseif held and ImGui.IsMouseDragging(0) then
|
||||
ImGui.StartMouseMovingWindowOrNode(window, node, true)
|
||||
end
|
||||
local col = ImGui.GetColorU32(((held and hovered) or (node.IsFocused and not hovered)) and ImGuiCol.ButtonActive or (hovered and ImGuiCol.ButtonHovered or ImGuiCol.Button))
|
||||
window.DrawList:AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0), p + ImVec2(0.0, unhide_sz_draw), col)
|
||||
end
|
||||
|
||||
if window.ScrollbarX then
|
||||
ImGui.Scrollbar(ImGuiAxis.X)
|
||||
end
|
||||
@@ -5200,13 +5227,14 @@ local function RenderWindowDecorations(window, title_bar_rect, title_bar_is_high
|
||||
end
|
||||
end
|
||||
|
||||
if handle_borders_and_resize_grips then
|
||||
if handle_borders_and_resize_grips and not window.DockNodeAsHost then
|
||||
RenderWindowOuterBorders(window)
|
||||
end
|
||||
end
|
||||
|
||||
window.DC.NavLayerCurrent = ImGuiNavLayer.Main
|
||||
end
|
||||
ImGui.RenderWindowOuterBorders = RenderWindowOuterBorders
|
||||
|
||||
--- @param window ImGuiWindow
|
||||
--- @param title_bar_rect ImRect
|
||||
@@ -6056,6 +6084,11 @@ end
|
||||
--- @param popup_flags ImGuiPopupFlags
|
||||
function ImGui.IsPopupOpen(id, popup_flags)
|
||||
local g = GImGui
|
||||
if popup_flags == nil then popup_flags = 0 end
|
||||
if type(id) == "string" then
|
||||
-- str_id overload: with AnyPopupId the id must be 0, otherwise it is hashed with the current window's ID stack
|
||||
id = (bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0) and 0 or g.CurrentWindow:GetID(id)
|
||||
end
|
||||
|
||||
if bit32.band(popup_flags, ImGuiPopupFlags.AnyPopupId) ~= 0 then
|
||||
-- Return true if any popup is open at the current BeginPopup() level of the popup stack
|
||||
@@ -7974,7 +8007,9 @@ local function AddWindowToDrawData(window, layer)
|
||||
local g = GImGui
|
||||
local viewport = window.Viewport
|
||||
g.IO.MetricsRenderWindows = g.IO.MetricsRenderWindows + 1
|
||||
-- TODO: splitter
|
||||
if window.DrawList._Splitter._Count > 1 then
|
||||
window.DrawList:ChannelsMerge() -- Merge if user forgot to merge back. Also required for DockNodeHost windows.
|
||||
end
|
||||
ImGui.AddDrawListToDrawDataEx(viewport.DrawDataP, viewport.DrawDataBuilder.Layers[layer], window.DrawList)
|
||||
for _, child in window.DC.ChildWindows:iter() do
|
||||
if (ImGui.IsWindowActiveAndVisible(child)) then -- Clipped children may have been marked not active
|
||||
|
||||
@@ -594,6 +594,7 @@ local function FixLargeWindowsWhenUndocking(size, ref_viewport)
|
||||
end
|
||||
|
||||
function ImGui.DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_ref)
|
||||
if clear_persistent_docking_ref == nil then clear_persistent_docking_ref = true end -- C++ default argument
|
||||
if window.DockNode then
|
||||
ImGui.DockNodeRemoveWindow(window.DockNode, window, clear_persistent_docking_ref and 0 or window.DockId)
|
||||
else
|
||||
@@ -1580,7 +1581,7 @@ function ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, dir,
|
||||
local g = ImGui.GetCurrentContext()
|
||||
local dock_spacing = g.Style.ItemInnerSpacing.x
|
||||
local axis = (dir == ImGuiDir.Left or dir == ImGuiDir.Right) and ImGuiAxis.X or ImGuiAxis.Y
|
||||
local a, o = axis + 1, bit32.bxor(axis, 1) + 1
|
||||
local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index
|
||||
pos_new[o] = pos_old[o]
|
||||
size_new[o] = size_old[o]
|
||||
|
||||
@@ -1724,7 +1725,7 @@ function ImGui.DockNodePreviewDockSetup(host_window, host_node, payload_window,
|
||||
local size_new, size_old = ImVec2(0, 0), ImVec2(data.FutureNode.Size.x, data.FutureNode.Size.y)
|
||||
ImGui.DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window.Size)
|
||||
|
||||
local split_ratio = ImSaturate(size_new[split_axis + 1] / data.FutureNode.Size[split_axis + 1])
|
||||
local split_ratio = ImSaturate(size_new[split_axis] / data.FutureNode.Size[split_axis])
|
||||
data.FutureNode.Pos = pos_new
|
||||
data.FutureNode.Size = size_new
|
||||
data.SplitRatio = (split_dir == ImGuiDir.Right or split_dir == ImGuiDir.Down) and (1.0 - split_ratio) or split_ratio
|
||||
@@ -1812,7 +1813,7 @@ function ImGui.DockNodePreviewDockRender(host_window, host_node, root_payload, d
|
||||
local cc = draw_r_in:GetCenter()
|
||||
local center = ImVec2(math.floor(cc.x), math.floor(cc.y))
|
||||
dl:AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding)
|
||||
dl:AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, 0, thickness)
|
||||
dl:AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding, thickness)
|
||||
if dir == ImGuiDir.Left or dir == ImGuiDir.Right then
|
||||
dl:AddLineV(center.x, draw_r_in.Min.y, draw_r_in.Max.y, overlay_col_lines, thickness)
|
||||
end
|
||||
@@ -1851,7 +1852,7 @@ function ImGui.DockNodeTreeSplit(ctx, parent_node, split_axis, split_inheritor_c
|
||||
parent_node.AuthorityForPos = ImGuiDataAuthority.DockNode
|
||||
parent_node.AuthorityForSize = ImGuiDataAuthority.DockNode
|
||||
|
||||
local a = split_axis + 1
|
||||
local a = split_axis
|
||||
local size_avail = parent_node.Size[a] - g.Style.DockingSeparatorSize
|
||||
size_avail = ImMax(size_avail, g.Style.WindowMinSize[a] * 2.0)
|
||||
IM_ASSERT(size_avail > 0.0)
|
||||
@@ -1937,7 +1938,7 @@ function ImGui.DockNodeTreeUpdatePosSize(node, pos, size, only_write_to_single_n
|
||||
|
||||
if child_0_is_or_will_be_visible and child_1_is_or_will_be_visible then
|
||||
local spacing = g.Style.DockingSeparatorSize
|
||||
local a = node.SplitAxis + 1
|
||||
local a = node.SplitAxis
|
||||
local size_avail = ImMax(size[a] - spacing, 0.0)
|
||||
|
||||
local size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[a] * 2.0) * 0.5)
|
||||
@@ -2006,7 +2007,7 @@ function ImGui.DockNodeTreeUpdateSplitter(node)
|
||||
if child_0.IsVisible and child_1.IsVisible then
|
||||
local axis = node.SplitAxis
|
||||
IM_ASSERT(axis ~= ImGuiAxis.None)
|
||||
local a, o = axis + 1, bit32.bxor(axis, 1) + 1
|
||||
local a, o = axis, 3 - axis -- the port's ImGuiAxis is 1-based (X=1,Y=2): it is directly the ImVec2 index
|
||||
local bb = ImRect(ImVec2(child_0.Pos.x, child_0.Pos.y), ImVec2(child_1.Pos.x, child_1.Pos.y))
|
||||
bb.Min[a] = bb.Min[a] + child_0.Size[a]
|
||||
bb.Max[o] = bb.Max[o] + child_1.Size[o]
|
||||
@@ -3097,7 +3098,7 @@ function ImGui.SplitterBehavior(bb, id, axis, size1, size2, min_size1, min_size2
|
||||
local bb_render = ImRect(bb.Min, bb.Max)
|
||||
if held then
|
||||
local d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min
|
||||
local mouse_delta = d[axis + 1]
|
||||
local mouse_delta = d[axis]
|
||||
|
||||
local size_1_maximum_delta = ImMax(0.0, size1 - min_size1)
|
||||
local size_2_maximum_delta = ImMax(0.0, size2 - min_size2)
|
||||
|
||||
@@ -266,7 +266,7 @@ end
|
||||
function ImGui.RenderDragDropTargetRectEx(draw_list, bb, rounding)
|
||||
local g = ImGui.GetCurrentContext()
|
||||
draw_list:AddRectFilled(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTargetBg), rounding, 0)
|
||||
draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTarget), rounding, 0, g.Style.DragDropTargetBorderSize)
|
||||
draw_list:AddRect(bb.Min, bb.Max, ImGui.GetColorU32(ImGuiCol.DragDropTarget), rounding, g.Style.DragDropTargetBorderSize)
|
||||
end
|
||||
|
||||
--- @return ImGuiPayload?
|
||||
|
||||
+21
-1
@@ -3492,7 +3492,8 @@ function MT.ImDrawListSplitter:SetCurrentChannel(draw_list, idx)
|
||||
draw_list._IdxWritePtr = draw_list.IdxBuffer.Size + 1
|
||||
|
||||
-- If current command is used with different settings we need to add a new command
|
||||
local curr_cmd = (draw_list.CmdBuffer.Size == 0) and nil or draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size]
|
||||
local curr_cmd = nil
|
||||
if draw_list.CmdBuffer.Size > 0 then curr_cmd = draw_list.CmdBuffer.Data[draw_list.CmdBuffer.Size] end
|
||||
if curr_cmd == nil then
|
||||
draw_list:AddDrawCmd()
|
||||
elseif curr_cmd.ElemCount == 0 then
|
||||
@@ -4969,4 +4970,23 @@ function ImGui.RenderColorRectWithAlphaCheckerboard(draw_list, p_min, p_max, col
|
||||
end
|
||||
|
||||
|
||||
|
||||
function ImGui.RenderRectFilledWithHole(draw_list, outer, inner, col, rounding)
|
||||
local fill_L = inner.Min.x > outer.Min.x
|
||||
local fill_R = inner.Max.x < outer.Max.x
|
||||
local fill_U = inner.Min.y > outer.Min.y
|
||||
local fill_D = inner.Max.y < outer.Max.y
|
||||
local D = ImDrawFlags
|
||||
local bor = bit32.bor
|
||||
local function f(c, v) return c and 0 or v end
|
||||
if fill_L then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopLeft), f(fill_D, D.RoundCornersBottomLeft))) end
|
||||
if fill_R then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_U, D.RoundCornersTopRight), f(fill_D, D.RoundCornersBottomRight))) end
|
||||
if fill_U then draw_list:AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersTopLeft), f(fill_R, D.RoundCornersTopRight))) end
|
||||
if fill_D then draw_list:AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, bor(D.RoundCornersNone, f(fill_L, D.RoundCornersBottomLeft), f(fill_R, D.RoundCornersBottomRight))) end
|
||||
if fill_L and fill_U then draw_list:AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, D.RoundCornersTopLeft) end
|
||||
if fill_R and fill_U then draw_list:AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, D.RoundCornersTopRight) end
|
||||
if fill_L and fill_D then draw_list:AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, D.RoundCornersBottomLeft) end
|
||||
if fill_R and fill_D then draw_list:AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, D.RoundCornersBottomRight) end
|
||||
end
|
||||
|
||||
return true -- [Roblox] ModuleScripts must return exactly one value
|
||||
|
||||
@@ -218,7 +218,7 @@ function ImGui.EndTabBar()
|
||||
end
|
||||
|
||||
g.CurrentTabBarStack:pop_back()
|
||||
g.CurrentTabBar = (g.CurrentTabBarStack.Size == 0) and nil or g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size]
|
||||
if g.CurrentTabBarStack.Size == 0 then g.CurrentTabBar = nil else g.CurrentTabBar = g.CurrentTabBarStack.Data[g.CurrentTabBarStack.Size] end
|
||||
end
|
||||
|
||||
function ImGui.TabBarLayout(tab_bar)
|
||||
|
||||
+4
-1
@@ -17,7 +17,7 @@ local counter = 0
|
||||
ImGui.CreateContext()
|
||||
|
||||
local io = ImGui.GetIO()
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard)
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, ImGuiConfigFlags.NavEnableKeyboard, ImGuiConfigFlags.DockingEnable)
|
||||
|
||||
local style = ImGui.GetStyle()
|
||||
style:ScaleAllSizes(main_scale)
|
||||
@@ -29,6 +29,9 @@ RunService.Stepped:Connect(function()
|
||||
ImGui_ImplRoblox.NewFrame()
|
||||
ImGui.NewFrame()
|
||||
|
||||
-- Dockspace covering the whole screen; the centre stays transparent so the game shows through
|
||||
ImGui.DockSpaceOverViewport(0, nil, G.ImGuiDockNodeFlags.PassthruCentralNode)
|
||||
|
||||
if show_demo_window then
|
||||
ImGui.ShowDemoWindow()
|
||||
end
|
||||
|
||||
@@ -45,10 +45,14 @@ there, but keep this port's existing data structures and conventions. Read the s
|
||||
- `python3 tools/test/run.py` — runs main.client.luau 400 frames with scripted random input (mouse, clicks,
|
||||
keys, typing). Errors print with `imgui/<file>.lua:<line>` mapped stack traces.
|
||||
- `--open` forces every CollapsingHeader/TreeNode open (exercises the whole demo). `--big` makes the demo
|
||||
window 900x1000. `--png out.png` writes a screenshot (Read the PNG to look at it). `--check` asserts the
|
||||
incremental renderer is pixel identical to a full redraw. `--main file.luau` runs your own test LocalScript
|
||||
(copy main.client.luau as a template: `local G = require(ReplicatedStorage:WaitForChild("ImGui"))`, all
|
||||
library globals are fields of `G`).
|
||||
- `python3 tools/test/missing.py [tables|widgets|imgui.cpp]` lists upstream functions not yet ported.
|
||||
- Several people edit the repo concurrently. Keep every file syntactically valid after each edit. If a run fails
|
||||
because of an error in a file you don't own, wait a minute and retry instead of editing it.
|
||||
|
||||
- **ImGuiAxis is 1-based in this port** (`None=0, X=1, Y=2`; upstream `None=-1, X=0, Y=1`). Use `v[axis]` to index an ImVec2 and `3 - axis` for the other axis. `ImGuiDir` keeps upstream values (`None=-1, Left=0, Right=1, Up=2, Down=3`).
|
||||
- Never write `cond and nil or x` in Lua: it always evaluates `x`. Use an `if`.
|
||||
- Port signature quirk: `AddRect(min, max, col, rounding, thickness, flags)` (thickness BEFORE flags; upstream has flags first). Check the port's signature before porting any draw call that takes both.\n
|
||||
- C++ default arguments (e.g. `bool x = true`) must be reproduced with `if x == nil then x = true end`; a missing Lua argument is nil/falsy.
|
||||
|
||||
@@ -195,7 +195,7 @@ for i = 0, 255 do hex[i] = string.format("%02x", i) end
|
||||
|
||||
local total = 0
|
||||
for frame = 1, NFRAMES do
|
||||
local r = rnd(100)
|
||||
local r = ARG_QUIET and 100 or rnd(100)
|
||||
if r < 40 then
|
||||
mouse = v2(math.clamp(mouse.X + rnd(81) - 40, 0, SCREEN_W - 1), math.clamp(mouse.Y + rnd(81) - 40, 0, SCREEN_H - 1))
|
||||
elseif r < 55 then
|
||||
@@ -221,25 +221,5 @@ for frame = 1, NFRAMES do
|
||||
if frame > 10 then total = total + dt end
|
||||
|
||||
if frame == 10 then render_time = 0; _G_UPLOADS = 0 end
|
||||
if DUMP_FRAMES[frame] and ARG_DUMP then
|
||||
local W, H = SCREEN_W, SCREEN_H
|
||||
local screen = buffer.create(W * H * 4)
|
||||
local gui = PlayerGui:FindFirstChild("ImGui")
|
||||
for _, label in ipairs(gui:GetChildren()) do
|
||||
if label.Visible then
|
||||
local img, px, py = label.ImageContent.Object, label.Position.X, label.Position.Y
|
||||
local tw, th = img.Size.X, img.Size.Y
|
||||
for y = 0, th - 1 do
|
||||
if py + y < H then
|
||||
local n = math.min(tw, W - px)
|
||||
buffer.copy(screen, ((py + y) * W + px) * 4, img.Pixels, y * tw * 4, n * 4)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local parts = {}
|
||||
for i = 0, W * H * 4 - 1 do parts[#parts + 1] = hex[buffer.readu8(screen, i)] end
|
||||
print(string.format("IMG %d %d %d %s", frame, W, H, table.concat(parts)))
|
||||
end
|
||||
end
|
||||
print(string.format("avg frame total %.2f ms, of which render %.2f ms, uploads/frame %.2f", total / (NFRAMES - 10) * 1000, render_time / (NFRAMES - 10) * 1000, _G_UPLOADS / (NFRAMES - 10)))
|
||||
|
||||
+5
-47
@@ -4,12 +4,9 @@
|
||||
|
||||
python3 tools/test/run.py # 400 frames of main.client.luau, scripted random input
|
||||
python3 tools/test/run.py --open # force every CollapsingHeader/TreeNode open (exercises whole demo)
|
||||
python3 tools/test/run.py --big --open --bench # timing, best of 5
|
||||
python3 tools/test/run.py --check # incremental vs forced redraw must be pixel identical
|
||||
python3 tools/test/run.py --png out.png # screenshot of the last frame
|
||||
python3 tools/test/run.py --main my_test.luau # different LocalScript
|
||||
"""
|
||||
import argparse, os, shutil, subprocess, sys, zlib, struct, tempfile
|
||||
import argparse, os, shutil, subprocess, sys, tempfile
|
||||
TMP = tempfile.mkdtemp(prefix="imgui_test_") # per process: parallel runs must not share files
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
@@ -34,7 +31,7 @@ def build_run(args, flags):
|
||||
return path
|
||||
|
||||
def run(args, extra=""):
|
||||
flags = "ARG_FRAMES=%d; ARG_BIG=%s; ARG_OPEN=%s; %s" % (args.frames, str(args.big).lower(), str(args.open).lower(), extra)
|
||||
flags = "ARG_FRAMES=%d; ARG_BIG=%s; ARG_OPEN=%s; ARG_QUIET=%s; %s" % (args.frames, str(args.big).lower(), str(args.open).lower(), str(args.quiet).lower(), extra)
|
||||
try:
|
||||
p = subprocess.run([LUAU, "-O2", "--codegen", build_run(args, flags)], capture_output=True, text=True, timeout=args.timeout)
|
||||
except subprocess.TimeoutExpired as e:
|
||||
@@ -56,57 +53,18 @@ def remap(text):
|
||||
return "%s:%d" % (best[1], n - best[0] + 1)
|
||||
return re.sub(r"\S*run\.luau:(\d+)", sub, text)
|
||||
|
||||
def images(out):
|
||||
return [l.split() for l in out.split("\n") if l.startswith("IMG ")]
|
||||
|
||||
def write_png(img, path, crop=None):
|
||||
_, fr, w, h, hx = img; w, h = int(w), int(h); px = bytes.fromhex(hx)
|
||||
W, H = crop or (w, h)
|
||||
raw = bytearray()
|
||||
for y in range(H):
|
||||
raw.append(0)
|
||||
for x in range(W):
|
||||
o = (y * w + x) * 4; r, g, b, a = px[o:o + 4]; k = a / 255
|
||||
raw += bytes([int(r * k + 90 * (1 - k)), int(g * k + 90 * (1 - k)), int(b * k + 90 * (1 - k))])
|
||||
def chunk(t, d): return struct.pack('>I', len(d)) + t + d + struct.pack('>I', zlib.crc32(t + d) & 0xffffffff)
|
||||
open(path, 'wb').write(b'\x89PNG\r\n\x1a\n' + chunk(b'IHDR', struct.pack('>IIBBBBB', W, H, 8, 2, 0, 0, 0))
|
||||
+ chunk(b'IDAT', zlib.compress(bytes(raw))) + chunk(b'IEND', b''))
|
||||
|
||||
def main():
|
||||
ap = argparse.ArgumentParser()
|
||||
ap.add_argument("--frames", type=int, default=400)
|
||||
ap.add_argument("--main", default=os.path.join(ROOT, "main.client.luau"))
|
||||
ap.add_argument("--big", action="store_true", help="demo window forced to 900x1000")
|
||||
ap.add_argument("--open", action="store_true", help="force all CollapsingHeader/TreeNode open")
|
||||
ap.add_argument("--bench", action="store_true")
|
||||
ap.add_argument("--check", action="store_true")
|
||||
ap.add_argument("--png")
|
||||
ap.add_argument("--crop", default="1100x1080")
|
||||
ap.add_argument("--timeout", type=int, default=120)
|
||||
ap.add_argument("--quiet", action="store_true", help="no random input (scripted tests drive io themselves)")
|
||||
args = ap.parse_args()
|
||||
|
||||
if args.bench:
|
||||
for mode in ["", "ARG_FORCE=true"]:
|
||||
best = None
|
||||
for _ in range(5):
|
||||
code, out = run(args, mode)
|
||||
if code: print(out[-3000:]); sys.exit(1)
|
||||
line = [l for l in out.split("\n") if l.startswith("avg frame")][-1]
|
||||
if best is None or float(line.split()[3]) < float(best.split()[3]): best = line
|
||||
print("%-12s %s" % (mode or "incremental", best))
|
||||
return
|
||||
if args.check:
|
||||
code, a = run(args, "ARG_DUMP=true")
|
||||
code2, b = run(args, "ARG_DUMP=true; ARG_FORCE=true")
|
||||
if code or code2: print((a if code else b)[-3000:]); sys.exit(1)
|
||||
ok = [x[4] for x in images(a)] == [x[4] for x in images(b)]
|
||||
print("PIXELS-IDENTICAL" if ok else "PIXELS-DIFFER"); sys.exit(0 if ok else 1)
|
||||
|
||||
code, out = run(args, "ARG_DUMP=true" if args.png else "")
|
||||
print("\n".join(l if not l.startswith("IMG ") else l[:40] + "..." for l in out.split("\n"))[-4000:])
|
||||
if args.png and images(out):
|
||||
write_png(images(out)[-1], args.png, tuple(map(int, args.crop.split("x"))))
|
||||
print("wrote", args.png)
|
||||
code, out = run(args, "")
|
||||
print(out[-4000:])
|
||||
sys.exit(code)
|
||||
|
||||
try:
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
ImGui.CreateContext()
|
||||
local io = ImGui.GetIO()
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
local frame = 0
|
||||
local dockspace_id
|
||||
local winA, winB, winC
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
ImGui.NewFrame()
|
||||
dockspace_id = ImGui.DockSpaceOverViewport(0, nil, 0)
|
||||
if frame == 2 then
|
||||
ImGui.DockBuilderRemoveNode(dockspace_id)
|
||||
ImGui.DockBuilderAddNode(dockspace_id, bit32.bor(G.ImGuiDockNodeFlags.DockSpace))
|
||||
ImGui.DockBuilderSetNodeSize(dockspace_id, ImGui.GetMainViewport().Size)
|
||||
local left, right = ImGui.DockBuilderSplitNode(dockspace_id, G.ImGuiDir.Left, 0.3)
|
||||
ImGui.DockBuilderDockWindow("A", left)
|
||||
ImGui.DockBuilderDockWindow("B", right)
|
||||
ImGui.DockBuilderDockWindow("C", right)
|
||||
ImGui.DockBuilderFinish(dockspace_id)
|
||||
print("split", left, right)
|
||||
end
|
||||
for _, n in ipairs({"A", "B", "C"}) do
|
||||
if ImGui.Begin(n) then ImGui.Text("window " .. n) end
|
||||
ImGui.End()
|
||||
end
|
||||
if frame == 30 then
|
||||
local g = ImGui.GetCurrentContext()
|
||||
local a, b, c = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B"), ImGui.FindWindowByName("C")
|
||||
print("A node", a.DockNode and a.DockNode.ID, "B node", b.DockNode and b.DockNode.ID, "C node", c.DockNode and c.DockNode.ID)
|
||||
assert(a.DockNode ~= nil and b.DockNode ~= nil, "windows must be docked")
|
||||
assert(a.DockNode ~= b.DockNode, "A and B in different nodes")
|
||||
assert(b.DockNode == c.DockNode, "B and C share a node")
|
||||
assert(b.DockNode.TabBar ~= nil and b.DockNode.TabBar.Tabs.Size == 2, "B/C tab bar with 2 tabs")
|
||||
local ini = ImGui.SaveIniSettingsToMemory()
|
||||
print(ini)
|
||||
assert(ini:find("%[Docking%]%[Data%]"), "docking ini section")
|
||||
print("DOCK OK")
|
||||
end
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
end)
|
||||
@@ -0,0 +1,69 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
ImGui.CreateContext()
|
||||
local io = ImGui.GetIO()
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
local frame = 0
|
||||
-- script: {frame, x, y, down}
|
||||
local function lerp(a, b, t) return a + (b - a) * t end
|
||||
local function script(f)
|
||||
if f >= 50 then
|
||||
-- tab of B inside the docked node: press on the tab, drag far downward to undock
|
||||
if f < 52 then return 150, 108, false end
|
||||
if f == 52 then return 150, 108, true end
|
||||
if f <= 66 then local t = (f - 52) / 14 return lerp(150, 700, t), lerp(108, 600, t), true end
|
||||
if f <= 70 then return 700, 600, true end
|
||||
return 700, 600, false
|
||||
end
|
||||
if f < 6 then return 600, 108, false end
|
||||
if f == 6 then return 600, 108, true end
|
||||
if f <= 20 then local t = (f - 6) / 14 return lerp(600, 250, t), lerp(108, 190, t), true end
|
||||
if f <= 26 then return 250, 190, true end
|
||||
if f == 27 then return 250, 190, false end
|
||||
return 250, 190, false
|
||||
end
|
||||
local last_down = false
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
local x, y, down = script(frame)
|
||||
io:AddMousePosEvent(x, y)
|
||||
if down ~= last_down then io:AddMouseButtonEvent(0, down); last_down = down end
|
||||
ImGui.NewFrame()
|
||||
ImGui.SetNextWindowPos(ImVec2(100, 100), G.ImGuiCond.FirstUseEver)
|
||||
ImGui.SetNextWindowSize(ImVec2(300, 200), G.ImGuiCond.FirstUseEver)
|
||||
if ImGui.Begin("A") then ImGui.Text("window A") end
|
||||
ImGui.End()
|
||||
ImGui.SetNextWindowPos(ImVec2(500, 100), G.ImGuiCond.FirstUseEver)
|
||||
ImGui.SetNextWindowSize(ImVec2(300, 200), G.ImGuiCond.FirstUseEver)
|
||||
if ImGui.Begin("B") then ImGui.Text("window B") end
|
||||
ImGui.End()
|
||||
if frame == 28 or frame == 40 then
|
||||
local a, b = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B")
|
||||
local g = ImGui.GetCurrentContext()
|
||||
print("frame", frame, "movingwindow", g.MovingWindow and g.MovingWindow.Name, "dragdrop", g.DragDropActive, "A.node", a.DockNode and a.DockNode.ID, "B.node", b.DockNode and b.DockNode.ID, "B.pos", b.Pos.x, b.Pos.y)
|
||||
end
|
||||
if frame == 45 then
|
||||
local a, b = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B")
|
||||
assert(a.DockNode ~= nil and a.DockNode == b.DockNode, "B must be docked into A's node")
|
||||
assert(a.DockNode.Windows.Size == 2, "node has 2 windows")
|
||||
print("DRAG DOCK OK")
|
||||
end
|
||||
if frame >= 60 and frame <= 90 and frame % 3 == 0 then local g = ImGui.GetCurrentContext(); local b = ImGui.FindWindowByName("B"); local tb = b.DockNode and b.DockNode.TabBar; print("f", frame, "Bnode", b.DockNode and b.DockNode.ID, "Bpos", b.Pos.x, b.Pos.y, "active", g.ActiveId, "hovered", g.HoveredId, "hovwin", g.HoveredWindow and g.HoveredWindow.Name, "tabid", b.TabId, "moving", g.MovingWindow and g.MovingWindow.Name, "dd", g.DragDropActive, "mouse", g.IO.MousePos.x, g.IO.MousePos.y, "down", g.IO.MouseDown[0], "drag", ImGui.IsMouseDragging(0)) end
|
||||
if frame == 52 then
|
||||
local b = ImGui.FindWindowByName("B")
|
||||
local tb = b.DockNode.TabBar
|
||||
for i = 1, tb.Tabs.Size do local t = tb.Tabs.Data[i]; print("tab", i, ImGui.TabBarGetTabName(tb, t), "offset", t.Offset, "width", t.Width, "bar", tb.BarRect.Min.x, tb.BarRect.Min.y, tb.BarRect.Max.x, tb.BarRect.Max.y) end
|
||||
end
|
||||
if frame == 90 then
|
||||
local a, b = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B")
|
||||
print("final", "A.node", a.DockNode and a.DockNode.ID, "B.node", b.DockNode and b.DockNode.ID, "B.pos", b.Pos.x, b.Pos.y)
|
||||
assert(b.DockNode == nil or b.DockNode ~= a.DockNode, "B must be undocked from A")
|
||||
print("UNDOCK OK")
|
||||
end
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
end)
|
||||
@@ -0,0 +1,80 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
ImGui.CreateContext()
|
||||
local io = ImGui.GetIO()
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
local frame = 0
|
||||
local seed = 7
|
||||
local function rnd(n) seed = (seed * 1103515245 + 12345) % 2147483648; return seed % n end
|
||||
local names = {"A", "B", "C", "D", "E"}
|
||||
local drag -- {fx,fy,tx,ty,start}
|
||||
local last_down = false
|
||||
local docks, undocks = 0, 0
|
||||
local function check_tree()
|
||||
local g = ImGui.GetCurrentContext()
|
||||
for id, node in pairs(g.DockContext.Nodes) do
|
||||
assert(node.ID == id)
|
||||
if node.ParentNode then
|
||||
assert(node.ParentNode.ChildNodes[0] == node or node.ParentNode.ChildNodes[1] == node, "parent link")
|
||||
end
|
||||
for _, w in node.Windows:iter() do assert(w.DockNode == node or w.DockNode == nil, "window->node link") end
|
||||
if node:IsSplitNode() then assert(node.ChildNodes[1] ~= nil and node.Windows.Size == 0, "split node has two children and no windows") end
|
||||
end
|
||||
for _, n in ipairs(names) do
|
||||
local w = ImGui.FindWindowByName(n)
|
||||
if w and w.DockNode then assert(w.DockNode.Windows:find_index(w) ~= nil, "node contains window") end
|
||||
end
|
||||
end
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
-- scripted drag
|
||||
local x, y, down = (drag and drag.x or 5), (drag and drag.y or 5), false
|
||||
if not drag and frame % 45 == 0 then
|
||||
local w = ImGui.FindWindowByName(names[rnd(#names) + 1])
|
||||
if w and w.Active then
|
||||
local sx, sy
|
||||
if w.DockNode and w.DockNode.TabBar and w.DockNode.TabBar.Tabs.Size > 0 and rnd(2) == 0 then
|
||||
local tb = w.DockNode.TabBar; local t = tb.Tabs.Data[rnd(tb.Tabs.Size) + 1]
|
||||
sx, sy = tb.BarRect.Min.x + t.Offset + 4, tb.BarRect.Min.y + 8
|
||||
else sx, sy = w.Pos.x + 40, w.Pos.y + 8 end
|
||||
local mode = rnd(3)
|
||||
local tx, ty
|
||||
if mode == 0 then local o = ImGui.FindWindowByName(names[rnd(#names) + 1]); tx, ty = o.Pos.x + o.Size.x * (0.1 + rnd(80) / 100), o.Pos.y + o.Size.y * (0.1 + rnd(80) / 100)
|
||||
else tx, ty = 50 + rnd(1800), 50 + rnd(980) end
|
||||
drag = { sx = sx, sy = sy, tx = tx, ty = ty, start = frame, x = sx, y = sy }
|
||||
x, y = sx, sy
|
||||
end
|
||||
end
|
||||
if drag then
|
||||
local f = frame - drag.start
|
||||
local t = math.min(f / 14, 1)
|
||||
drag.x = drag.sx + (drag.tx - drag.sx) * t; drag.y = drag.sy + (drag.ty - drag.sy) * t
|
||||
x, y = drag.x, drag.y
|
||||
down = f >= 1 and f <= 24
|
||||
if f > 26 then drag = nil end
|
||||
end
|
||||
io:AddMousePosEvent(x, y)
|
||||
if down ~= last_down then io:AddMouseButtonEvent(0, down); last_down = down end
|
||||
ImGui.NewFrame()
|
||||
ImGui.DockSpaceOverViewport(0, nil, G.ImGuiDockNodeFlags.PassthruCentralNode)
|
||||
for i, n in ipairs(names) do
|
||||
ImGui.SetNextWindowPos(ImVec2(60 + i * 90, 60 + i * 50), G.ImGuiCond.FirstUseEver)
|
||||
ImGui.SetNextWindowSize(ImVec2(260, 180), G.ImGuiCond.FirstUseEver)
|
||||
if ImGui.Begin(n) then ImGui.Text("window " .. n) end
|
||||
ImGui.End()
|
||||
end
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
if frame % 50 == 0 then check_tree() end
|
||||
if frame % 1000 == 0 then
|
||||
local nodes, docked = 0, 0
|
||||
for _ in pairs(ImGui.GetCurrentContext().DockContext.Nodes) do nodes += 1 end
|
||||
for _, n in ipairs(names) do local w = ImGui.FindWindowByName(n); if w and w.DockNode then docked += 1 end end
|
||||
print("frame", frame, "nodes", nodes, "docked windows", docked)
|
||||
local ini = ImGui.SaveIniSettingsToMemory()
|
||||
end
|
||||
end)
|
||||
@@ -0,0 +1,61 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
local function setup()
|
||||
ImGui.CreateContext()
|
||||
local io = ImGui.GetIO()
|
||||
io.ConfigFlags = bit32.bor(io.ConfigFlags, G.ImGuiConfigFlags.DockingEnable)
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
end
|
||||
setup()
|
||||
local frame, phase, ini, base = 0, 1, nil, 0
|
||||
local function windows()
|
||||
for _, n in ipairs({"A", "B", "C"}) do
|
||||
if ImGui.Begin(n) then ImGui.Text("window " .. n) end
|
||||
ImGui.End()
|
||||
end
|
||||
end
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
ImGui.NewFrame()
|
||||
local id = ImGui.DockSpaceOverViewport(0, nil, 0)
|
||||
local f = frame - base
|
||||
if phase == 1 then
|
||||
if f == 2 then
|
||||
ImGui.DockBuilderRemoveNode(id)
|
||||
ImGui.DockBuilderAddNode(id, G.ImGuiDockNodeFlags.DockSpace)
|
||||
ImGui.DockBuilderSetNodeSize(id, ImGui.GetMainViewport().Size)
|
||||
local l, r = ImGui.DockBuilderSplitNode(id, G.ImGuiDir.Left, 0.25)
|
||||
local rt, rb = ImGui.DockBuilderSplitNode(r, G.ImGuiDir.Up, 0.6)
|
||||
ImGui.DockBuilderDockWindow("A", l); ImGui.DockBuilderDockWindow("B", rt); ImGui.DockBuilderDockWindow("C", rb)
|
||||
ImGui.DockBuilderFinish(id)
|
||||
end
|
||||
windows()
|
||||
if f == 20 then
|
||||
ini = ImGui.SaveIniSettingsToMemory()
|
||||
print(ini:match("%[Docking%].*"))
|
||||
end
|
||||
else
|
||||
windows()
|
||||
if f == 20 then
|
||||
local a, b, c = ImGui.FindWindowByName("A"), ImGui.FindWindowByName("B"), ImGui.FindWindowByName("C")
|
||||
print("reloaded nodes", a.DockNode and a.DockNode.ID, b.DockNode and b.DockNode.ID, c.DockNode and c.DockNode.ID, "sizes", a.Size.x, b.Size.x, b.Size.y, c.Size.y)
|
||||
assert(a.DockNode and b.DockNode and c.DockNode, "all docked after reload")
|
||||
assert(a.DockNode ~= b.DockNode and b.DockNode ~= c.DockNode, "3 distinct nodes")
|
||||
local ini2 = ImGui.SaveIniSettingsToMemory()
|
||||
assert(ini2:match("%[Docking%].*") == ini:match("%[Docking%].*"), "docking ini identical after round trip")
|
||||
print("INI ROUNDTRIP OK")
|
||||
end
|
||||
end
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
if phase == 1 and f == 20 then
|
||||
G.ImGui_ImplRoblox.Shutdown()
|
||||
ImGui.DestroyContext()
|
||||
setup()
|
||||
ImGui.LoadIniSettingsFromMemory(ini)
|
||||
phase, base = 2, frame
|
||||
end
|
||||
end)
|
||||
@@ -0,0 +1,41 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
ImGui.CreateContext()
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
local frame = 0
|
||||
local logged = nil
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
ImGui.NewFrame()
|
||||
ImGui.SetNextWindowPos(ImVec2(20, 20), G.ImGuiCond.Always)
|
||||
ImGui.SetNextWindowSize(ImVec2(400, 300), G.ImGuiCond.Always)
|
||||
ImGui.Begin("Popups")
|
||||
if frame == 3 then ImGui.OpenPopup("Delete?") end
|
||||
if frame == 5 then ImGui.LogToClipboard() end
|
||||
ImGui.Text("Some text to log")
|
||||
if frame == 5 then ImGui.LogFinish(); logged = ImGui.GetClipboardText() end
|
||||
ImGui.BeginChild("child", ImVec2(0, 100), G.ImGuiChildFlags.Borders)
|
||||
for i = 1, 20 do ImGui.Text("child line " .. i) end
|
||||
ImGui.EndChild()
|
||||
if ImGui.BeginPopupContextWindow() then ImGui.Text("ctx"); ImGui.EndPopup() end
|
||||
if ImGui.BeginPopupModal("Delete?", nil, G.ImGuiWindowFlags.AlwaysAutoResize) then
|
||||
ImGui.Text("All those beautiful files will be deleted.\nThis operation cannot be undone!")
|
||||
ImGui.Separator()
|
||||
if ImGui.Button("OK", ImVec2(120, 0)) then ImGui.CloseCurrentPopup() end
|
||||
ImGui.EndPopup()
|
||||
end
|
||||
ImGui.End()
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
if frame == 6 then
|
||||
print("LOG:", logged)
|
||||
local ini = ImGui.SaveIniSettingsToMemory()
|
||||
print("INI:", ini)
|
||||
ImGui.LoadIniSettingsFromMemory(ini)
|
||||
assert(ImGui.SaveIniSettingsToMemory() == ini, "ini round trip")
|
||||
print("INI round trip ok")
|
||||
end
|
||||
end)
|
||||
@@ -0,0 +1,30 @@
|
||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local RunService = game:GetService("RunService")
|
||||
local G = require(ReplicatedStorage:WaitForChild("ImGui"))
|
||||
local ImGui, ImVec2 = G.ImGui, G.ImVec2
|
||||
ImGui.CreateContext()
|
||||
G.ImGui_ImplRoblox.Init()
|
||||
local opened = {true, true, true, true, true, true, true, true}
|
||||
local frame = 0
|
||||
RunService.Stepped:Connect(function()
|
||||
frame += 1
|
||||
G.ImGui_ImplRoblox.NewFrame()
|
||||
ImGui.NewFrame()
|
||||
ImGui.SetNextWindowPos(ImVec2(0, 0), G.ImGuiCond.Always)
|
||||
ImGui.SetNextWindowSize(ImVec2(300, 300), G.ImGuiCond.Always)
|
||||
ImGui.Begin("Tabs")
|
||||
local flags = bit32.bor(G.ImGuiTabBarFlags.Reorderable, G.ImGuiTabBarFlags.TabListPopupButton, G.ImGuiTabBarFlags.FittingPolicyScroll, G.ImGuiTabBarFlags.AutoSelectNewTabs)
|
||||
if ImGui.BeginTabBar("bar", flags) then
|
||||
if ImGui.TabItemButton("+", G.ImGuiTabItemFlags.Trailing) then end
|
||||
for i = 1, #opened do
|
||||
local vis
|
||||
vis, opened[i] = ImGui.BeginTabItem("Tab number " .. i, opened[i], (i == 3) and G.ImGuiTabItemFlags.UnsavedDocument or 0)
|
||||
if vis then ImGui.Text("Contents of tab " .. i); ImGui.EndTabItem() end
|
||||
end
|
||||
ImGui.EndTabBar()
|
||||
end
|
||||
if frame == 50 then local tb = ImGui.GetCurrentContext().TabBars:GetByIndex(0); print("tabs", tb.Tabs.Size, "selected", tb.SelectedTabId ~= 0, "scrollbtn", tb.ScrollButtonEnabled) end
|
||||
ImGui.End()
|
||||
ImGui.Render()
|
||||
G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
|
||||
end)
|
||||
Reference in New Issue
Block a user